Questions tagged [networking]

Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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110 votes
7 answers
65k views

How can I simulate a bad internet connection for testing purposes?

I am developing an online multiplayer game. It works well when I test it on the local area network, but before I release it I would like to test how the user-experience works out for someone who has ...
Philipp's user avatar
  • 119k
80 votes
11 answers
36k views

Is UDP still better than TCP for data-heavy realtime games?

I know that UDP is usually recommended for real-time multiplayer games with high data usage. Most articles are serval years old, and since ~80% of all data transmitted on the internet is TCP, a lot ...
KaareZ's user avatar
  • 1,943
75 votes
6 answers
35k views

How to write a network game? [closed]

Based on Why is it so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
Tamara Wijsman's user avatar
58 votes
9 answers
37k views

Is the TCP protocol good enough for real-time multiplayer games?

Back in the day, TCP connections over dialup/ISDN/slow broadband resulted in choppy, laggy games because a single dropped packet resulted in a resync. That meant a lot of game developers had to ...
kevin42's user avatar
  • 4,506
58 votes
9 answers
20k views

How are deterministic games possible in the face of floating-point non-determinism?

To make a game like an RTS networked, I've seen a number of answers here suggest to make the game completely deterministic; then you only have to transfer the users' actions to each other, and lag ...
BlueRaja - Danny Pflughoeft's user avatar
39 votes
9 answers
57k views

How can I make a peer-to-peer multiplayer game? [closed]

How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
Tuomas Hietanen's user avatar
35 votes
4 answers
20k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input at ...
Chris Evans's user avatar
35 votes
4 answers
3k views

Movement prediction for non-shooters

I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction ...
ShadowChaser's user avatar
34 votes
5 answers
14k views

Lag compensation with networked 2D games

I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should ...
jmasterx's user avatar
  • 2,099
33 votes
2 answers
6k views

How to network this entity system?

I have designed an entity system for an FPS. It basically works like this: We have a "world"-object, called GameWorld. This holds an array of GameObject, as well as an array of ComponentManager. ...
Carter's user avatar
  • 331
28 votes
9 answers
13k views

How does delta compression reduce the amount of data sent over the network?

Many games use the technique of delta compression in order to lower the data load sent. I fail to understand how this technique actually lowers the data load? For example, let's say I want to send a ...
user101051's user avatar
27 votes
3 answers
8k views

How to handle a large number of pickups in a MMO game

How do games like Minecraft, or really any MMO game that has pickups, handle them? Say terrain spawns 3 pickup drops of "dirt" everytime you dig said terrain. Say every item has a rotation ...
Alakanu's user avatar
  • 705
26 votes
2 answers
5k views

What's the performance benefit of saving all logged in characters in MMOs in regular intervals?

The majority of MMORPGS have a Worldsave system that will save all the characters once every X hours. I guess the reason is performance. So why is this better, performance wise, than saving a ...
bunden's user avatar
  • 361
26 votes
2 answers
16k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
syloc's user avatar
  • 376
23 votes
9 answers
2k views

Techniques to prevent non-official clients in network gaming?

In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no ...
UpTheCreek's user avatar
23 votes
4 answers
25k views

How to keep server-client clocks in-sync for precision networked games like Quake 3?

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3. I have an authoritative server. The server sends snapshots to clients. Snapshots contain ...
Joncom's user avatar
  • 479
21 votes
3 answers
8k views

Why do some networked games use interpolation and some use pathfinding for remote movement?

This is a bit of an open question but I'd like to see someone contribute a good reasoning for both. For a quick example of both: Interpolation Model Think the Valve model where the client is ...
Vaughan Hilts's user avatar
20 votes
10 answers
2k views

How do/should MMOs handle disconnection during PvP?

In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP? In particular - how do you avoid adversely affecting people who get ...
Andrew Russell's user avatar
20 votes
5 answers
4k views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
Alex Craft's user avatar
20 votes
3 answers
11k views

How to make a multiplayer game work reliably behind NAT?

Even games that are 100% client/server sometimes have issues when the client is behind NAT. Peee-peer games are even a bigger issues. Some games need to use multiple transports (such as UDP and TCP) ...
kevin42's user avatar
  • 4,506
20 votes
4 answers
8k views

Best strategy (tried and tested) for using Box2D in a real-time multiplayer game? [duplicate]

I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
user avatar
18 votes
5 answers
8k views

Are huge, static objects like environment transmitted from server to client in modern multiplayer games?

I have an authoritative system, where when the player joins the match, it gets all the already spawned objects - spawned on itself (the client). It looks like this: ...
Jacob's user avatar
  • 2,532
18 votes
5 answers
13k views

What is better? Lots of small TCP packets, or one long one? [closed]

I am sending quite a bit of data to and from a server, for a game I'm making. I currently send location data like this: ...
joehot200's user avatar
  • 733
18 votes
9 answers
2k views

Real-time Debugging Techniques

There's nothing quite like the routine of tweaking a variable, compiling code that takes a few minutes, executing the code, realizing that your tweak was in the wrong direction and repeating the ...
David McGraw's user avatar
  • 4,071
17 votes
3 answers
5k views

How do I efficiently code both the client and server at the same time?

I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid ...
liamzebedee's user avatar
  • 1,256
17 votes
4 answers
3k views

How can I assign entity IDs in a robust way in a network game?

I'm working on an entity system for a networked game and I'm assigning each entity a unique 32-bit integer id that I can use to serialize references to entities and the entities themselves. Currently ...
Lucas's user avatar
  • 847
17 votes
4 answers
2k views

What is involved for a simple UDP game?

I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects ...
16 votes
5 answers
5k views

Networking for Real Time Strategy games

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic (...
maxov's user avatar
  • 263
15 votes
4 answers
9k views

Acknowledgement reliability using UDP

I have a question about UDP. For context, I'm working on a real-time action game. I've read quite a bit about the differences between UDP and TCP and I feel I understand them quite well, but there's ...
Grimelios's user avatar
  • 559
15 votes
4 answers
5k views

Prevent players from wallhacking in an online FPS?

Why do we still complain about wallhackers in multiplayer first-person shooters? Isn't it possible to perform occlusion culling for all players server-side? For example, send player xyz information ...
Pythagoras of Samos's user avatar
15 votes
9 answers
8k views

Adding multiplayer to an HTML5 game [closed]

I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, ...
erik's user avatar
  • 1,378
15 votes
3 answers
6k views

Should I keep login server apart from game server?

I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s). ...
JPiolho's user avatar
  • 315
15 votes
2 answers
3k views

Should the game host be the authority, or another dumb client?

When designing a networked multiplayer-game where one player hosts and others connect, there are two strategies I'm aware of: Have the host-player's game be the authority, with all other players as ...
BlueRaja - Danny Pflughoeft's user avatar
15 votes
4 answers
9k views

Does it make sense to use both TCP and UDP at once?

After reading Is UDP still better than TCP for data-heavy realtime games?, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending ...
gandalf3's user avatar
  • 257
15 votes
3 answers
6k views

Is there a pattern for writing a turn-based server communicating with n clients over sockets?

I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
Phrogz's user avatar
  • 288
15 votes
2 answers
2k views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
OpherV's user avatar
  • 655
14 votes
2 answers
17k views

What is the difference between a "ping" and "RTT" (round-trip time)?

RTT, or round-trip time, is the time that it takes to send a message and receive the result from server. As I searched this, this seems to be the same as ping in network jargon. Are there some ...
virtouso's user avatar
  • 2,608
14 votes
2 answers
8k views

multiplayer networking with physics

I'm curious how multiplayer networking with physics is implemented in racing games. We have a physical world with multiple fast-moving vehicles controlled by different people. Let's say that vehicles ...
Vitali Kotik's user avatar
14 votes
4 answers
931 views

How to protect your real time online shooter from potential bots

I'm looking to create a multiplayer top down shooter. While I've read about different topics, I can see them I've got some real challenges ahead, but I'm all up for it. One thing I can't understand ...
Zaky German's user avatar
  • 1,136
14 votes
2 answers
950 views

How can I stop the player from drifting due to local input prediction when they stop?

I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host ...
AshleysBrain's user avatar
13 votes
4 answers
8k views

Prevent Multiplayer Cheating

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
JosephG's user avatar
  • 357
13 votes
4 answers
5k views

Run a physics simulation on both client and server?

I'm implementing a multiplayer asteroids clone to learn about client/server network architecture in games. I have spent time reading GafferOnGames and Valve's publications on their client/server tech....
Venesectrix's user avatar
13 votes
3 answers
41k views

How does the 3G network assign IP to smartphones? [closed]

I am playing a game on the 3G network using Android or Iphone. Suppose I am moving from one cell to another; Will the IP Address change? If yes, then how can I continue the same game while changing ...
GameBuilder's user avatar
13 votes
3 answers
22k views

Javascript and PHP for real-time multiplayer? [closed]

I'm wondering if combining Javascript clientside with PHP/mysql serverside is a good idea for HTML5 real-time multiplayer (small scale) browser games? My technical knowledge is very limited, and even ...
justanotherhobbyist's user avatar
13 votes
3 answers
3k views

What is involved in creating a real-time multiplayer platformer game?

I'm creating a platformer game that has a "co-operative" feature which I'd like to work over networks / the internet. Now I've read up on network game programming including articles like What every ...
Justin's user avatar
  • 1,386
13 votes
1 answer
3k views

Implementing network smoothing

We are making a multipler first person shooter. The client sends it's position to the server at a fixed rate (currently at 10Hz). The server sends a single message contatining all player's positions ...
Hannesh's user avatar
  • 981
13 votes
2 answers
3k views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
Vittorio Romeo's user avatar
13 votes
3 answers
441 views

P2P network hiding positions?

I have been working on a P2P architecture for secure gaming and I have divided the problem into five sub-problems: Unlawful modification of sent game state Accurately drop cheaters Agreeing on a game ...
Elon's user avatar
  • 131
12 votes
4 answers
2k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
Ghork's user avatar
  • 191
12 votes
3 answers
35k views

Limitations of p2p multiplayer games vs client-server [closed]

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
spaceOwl's user avatar
  • 899

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