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Questions tagged [peer-to-peer]

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Design Patterns for client prediction in P2P games

I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
Leon Frickenschmidt's user avatar
0 votes
1 answer
143 views

Best way to create a 2 player networked game

I've been dabbling in Unity. I learned the basics and I've created a few small games and one larger one. All of them were single player games. Now I want to create a game that's a 2 player - pretty ...
Kaiannae's user avatar
  • 123
0 votes
1 answer
290 views

P2P + Authoritative server for Web based game, how to combine?

I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
1 vote
1 answer
318 views

GGPO / peer to peer winstate

How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
Jan Hohenheim's user avatar
0 votes
1 answer
142 views

Can a 2 player mobile game support P2P if a dedicated server is used to establish the network? [duplicate]

The dedicated server would be a lobby where all the players connect and find matches. Once a match is found the server hooks to two players and sends them off on a p2p network. Once the match is over, ...
jermsmcerms's user avatar
2 votes
2 answers
723 views

With GGPO rollback netcode, how many times might I need to update my game engine in one frame?

I'm working on a game that's going to use GGPO for rollback netcode. I understand the need for a deterministic engine whose state can be saved, restored, advanced from user inputs, etc. I understand ...
Tom Davies's user avatar
0 votes
1 answer
214 views

It is possible to process data on relay servers?

I have a small game engine done in Java, and re-creating it on C++. While re-creating it i've decided on adding basic p2p online multiplayer. However, after reading more about networking, there are ...
Luiz Henrique's user avatar
2 votes
0 answers
43 views

Electing a host with WEBRTC

This is similar to Host Migration (P2P) with RTMFP and AS3 I have a webRTC chat room, initially used Twilio and switching to skyway, the situation is that I have a bunch of peers with data broadcast ...
exrhizo's user avatar
  • 21
0 votes
1 answer
598 views

How to handle MANY enemies in networked P2P game?

Let's suppose a game of 4 players, one is the host. They will fight many enemies, along the lines of 20-40 at the time. Among other things like sending their own state to the other players (position, ...
Daahrien's user avatar
  • 324
2 votes
1 answer
303 views

RTS game: How to handle disconnects in a fully connected peer to peer architecture?

I'm currently working on a game in which I am considering implementing a networking architecture as described in this article: http://www.gamasutra.com/view/feature/131503/...
Jasper's user avatar
  • 133
1 vote
1 answer
68 views

Automated LAN Matchmaking

I'm looking to build an automated LAN matchmaking system for games and wondering if/how it would differ from the online applications (like FaceIt, ESEA) that serve a similar function. Ideally, a user ...
Stephen's user avatar
  • 11
0 votes
1 answer
2k views

Could a Peer-To-Peer network architecture be good for my fighting game

I am looking forward to developing a 2D spaceship-fighting, brawler game and I have so many ideas about it. I am going to make a single-player component anyway, but the core of this game would ...
Andrew Stef's user avatar
3 votes
1 answer
1k views

How can I prevent cheating in a distributed multiplayer game?

A problem I've been thinking about recently is how it might be possible to create a multiplayer game without a centralised game server. Is it possible to distribute "server" responsibilities across ...
user avatar
0 votes
3 answers
261 views

Game search engine in a p2p format

I am currently using Java to develop a multiplayer game engine. However, I am stuck on one thing. Many games (Overwatch, DotA) have automatic game search engines - you click a button and the computer ...
tobahhh's user avatar
  • 87
4 votes
0 answers
222 views

Game synchronisation in peer-to-peer online multiplayer game

I am developing an online real-time multiplayer game using Google Play Game Service and Cocos2D-X. The game has two players where each player control their own ball....
Nimesh Chandramaniya's user avatar
1 vote
0 answers
319 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
Allan's user avatar
  • 111
1 vote
0 answers
202 views

Host Migration (P2P) with RTMFP and AS3

I was wondering if this is a possibility with RTMFP since it acts like UDP/P2P.. Host Migration Player A starts and host a game.. Player B and C connects.. Player A quits.. Player B is now assigned ...
scottyp's user avatar
  • 429
1 vote
1 answer
336 views

How to give each player in card game the same shuffled deck?

I'm writing a card game in Swift. The idea is to make it work on the Apple Game Center framework. I've noticed an issue which I am not sure how to address. I need the current game data to be the ...
zardon's user avatar
  • 175
1 vote
1 answer
119 views

Peer to Peer world download

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. It came to my attention that SQL is not going to ...
Grant Davis's user avatar
0 votes
1 answer
172 views

iOS game center game is out of sync

I've been building a game center game for iOS and it works great so far. I finally started testing the game and theres (obviously) some latency, which is causing the game to be out of sync. ...
Abdul Ahmad's user avatar
2 votes
3 answers
316 views

Synchronisation on a non authoritative networked peer to peer scene

I currently have a piece of coursework that requires 3 or more 3d simulations connected via p2p to maintain a simulation that is visually consistent amoung all peers. A big issue is that I'm not ...
user2566720's user avatar
1 vote
1 answer
800 views

Should I switch to UDP for a mobile p2p game when considering 3G network?

I have been making a mobile game that is similar to "Street Fighter" where two players play with each other via Internet. The game sends out a small packet (controller status) to the other party ...
Joe Huang's user avatar
  • 163
3 votes
0 answers
426 views

client-server network model for top-down WASD game [closed]

I'm currently working on a multiplayer game with top-down camera view and WASD player control, similar to Bloodline Champions. Projectiles, spawned by players are relatively slow and clearly visible, ...
ttRevan's user avatar
  • 39
1 vote
2 answers
701 views

How to securely retrieve game stats from clients in a p2p game network?

I'm working on a P2P game and I know I should never trust the clients. I my architecture, there is a "Master Server" that stores game room (host) informations. Players can create their own rooms (...
PilawyerDev's user avatar
4 votes
2 answers
588 views

How can I get a list of servers hosted by my players?

I'm writing a multiplayer 2D online game, where game servers are hosted by the players. I want to show players a list of the currently hosted game servers. How would I do that? I know how to let ...
Bryce's user avatar
  • 47
2 votes
1 answer
575 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
Willem's user avatar
  • 231
2 votes
1 answer
844 views

Client-side prediction and interpolation

Although my game uses a peer-to-peer model, I've still taken the approach of assigning each player to be a partial authority. What I mean by this is that each player acts as the "server" for a number ...
jmegaffin's user avatar
  • 4,923
5 votes
1 answer
897 views

P2P card game: Shuffling without knowing the final order?

So, I am conceptualizing a P2P trading card game. The issue is the network: knowing the identity of a card is giving a major advantage, so both clients need enough information about a card that they ...
API-Beast's user avatar
  • 6,859
3 votes
1 answer
2k views

How to sync game tick in peer to peer game?

I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...
Sean Clark Hess's user avatar
16 votes
3 answers
3k views

Peer-to-peer hostless competitive games of chance? [closed]

I'm wondering - have any games been ever created that are: peer-to-peer without one peer being designated as host competitive (not cooperative, players play against one another) provably fair (there ...
ThePiachu's user avatar
  • 389
10 votes
3 answers
7k views

Best peer-to-peer game architecture

Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer ...
Dawid's user avatar
  • 201
10 votes
2 answers
582 views

Can adversarial agents flip coins?

I was thinking about peer-to-peer games by considering a simple coin tossing game. You open up your version of P2PCoinFlipping Beta 2.3 and it displays a list of player name servers. After ...
AnnanFay's user avatar
  • 248
4 votes
2 answers
3k views

Peer-to-peer first person shooter

I've been developing a first person shooter/massive multiplayer online roleplaying game for my small business, and was wondering if it would be feasible to use peer-to-peer technology to communicate ...
bbosak's user avatar
  • 185
-2 votes
2 answers
903 views

Are RTMFP Flash games the new big thing? [closed]

After watching (and playing) HaxBall, I can imagine that RTMFP (or any other real time multiplayer flash based technology) games will be the new big thing, replacing social games (cafeworld, etc). ...
Artemix's user avatar
  • 527
5 votes
1 answer
734 views

Game networking topology - dealing with host leaving

I am working on a P2P game in Flash and I'm wondering what network topology would be most robust for dealing with people randomly joining/leaving. I was thinking the first user to join could be the ...
Gray's user avatar
  • 809
39 votes
9 answers
58k 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