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Questions tagged [realtime]

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15 views

Phaser + WebSocket server side running very slow, need help optimizing

We're making a web-based game using Phaser and SocketIO for real-time player interaction and synchronization of in-game objects (such as items and enemies with synchronized dynamic movement). Here's ...
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0answers
7 views

Concurrent game sessions supported in AWS Free tier

I have one free year of AWS and planning to utilize that to make online multiplayer games for facebook Instant. The plan is to start making some money to pay to AWS after one year. I have looked at ...
-5
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1answer
55 views

What is the unit of time in Unity?

In Unity what is the unit that time follows ? (milliseconds, microseconds or seconds?)
2
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0answers
101 views

How can I implement slow motion for one player in multiplayer?

Special attacks in Mortal Kombat Mobile require slow motion i.e. delay in game play. On multiplayer mode, when the opponent uses special attacks, I don't observe any lag/delay. When I use special ...
-3
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1answer
44 views

Does unity3d's 5 seconds' simulation correspond to 5 seconds in real-world?

How is time modelled in unity? Is it same as the time in real-world?
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3answers
99 views

How does real-time raytracing draw reflections of off-screen geometry?

I know what raytracing is, but I'm a bit curious how games are able to reflect off-screen geometry using raytracing in real-time. I tried looking up the technical details but most of the articles are ...
1
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1answer
64 views

NodeJS client gameloop running slightly faster than server gameloop

So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
1
vote
1answer
128 views

Game mechanics for a persistent real-time strategic/tactical game

I am designing a game based around a fairly realistic simulation of 'Age of sail'-like trading and combat, and I am currently trying to decide whether to make the game a limited on-line application, ...
1
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0answers
245 views

Real-time MMO: how should authoritative server update client position

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
0
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1answer
109 views

Omnidirectional Faded Soft Shadows

I'm doing research to implement a shadow algorithm for omnidirectional soft shadows in a real-time 3D renderer. I've read about PCF but to me it doesn't look very realistic since it doesn't "fade" ...
2
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0answers
342 views

Persistent realtime game authentication (JWT, Passport)

Context I am building a MMO game in HTML5 with canvas. I use NodeJS on server & JS from scratch on client. I also use socket.io to manage realtime. The game is persistent & each player keep ...
3
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0answers
497 views

Framerate independent realtime input

I am currently working on a fighting game (with 3d graphics, gameplay like a 2d fighter) and encountered a pretty big hurdle I currently don't know how to deal with. For fighting games, input ...
46
votes
17answers
10k views

How to create an RTS gameplay experience where all phases of a match are equally engaging without spikes in required concentration?

In games such as Starcraft Brood War, players at the start of the game don't have as much to do compared to later on when they have to manage multiple battles and multiple bases at once. This means at ...
0
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1answer
39 views

IntersectMovingAABBAABB weird behavior

I'm using the IntersectMovingAABBAABB implementation from the book Realtime Collision Detection and I'm having a little bit of ...
0
votes
1answer
132 views

How to find and send data about on-screen players to a client in a real-time multiplayer game?

I'm surprised I couldn't find much information on this. I am making a top-down browser game in which the players see a small section around their player (see the image). Since the player doesn't need ...
2
votes
1answer
369 views

What is a reasonable bandwidth usage for a RT multiplayer game? [closed]

My game uses UDP communication only. Meaning: after the lobby connect (performed by Google Play Services), not a single TCP transmission is made. Only unreliable messages are used. The game is ...
5
votes
2answers
642 views

Unity: How can I get realtime image capturing at ~60fps?

I am writing an application in Unity which will be required to capture an image from a camera every frame (at ~60fps), and send the resultant data to another service running locally. The issue is, I ...
0
votes
1answer
1k views

How can I accurately lerp Colors over seconds?

I have some code to lerp between two colors over a set number of seconds, and the lerp works fine: ...
1
vote
1answer
797 views

How to save and load scene in realtime?

I'm working on an editor where one important feature is to save and load changes (all type of changes like adding and removing objects and their components and components property values) I want to ...
1
vote
2answers
792 views

Realtime inverse kinematics on unity apps for android and iOS

Hello I want to understand how much overheads do implementing inverse kinematics in realtime add. I am looking at an implementation as such demonstrated in the video. https://www.youtube.com/watch?v=...
6
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2answers
6k views

Performance of manipulating a mesh in realtime

Does Unity allow streaming mesh data that can be continuously changed? I have a level that is dynamically changing based on some parameters. The number of triangles stays the same, they just change ...
1
vote
1answer
629 views

HTML5 realtime MMO games, should I do server side physics update or client side?

I am using socket.io and HTML 5 canvas to build a MMO game as a practice. I finished the client side first and currently I am working on server side. Apparently the position/physics update is on ...
2
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2answers
157 views

How to confirm an actor location in a realtime multiplayer game at the exact same time on two devices?

I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
0
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0answers
86 views

Generating a set of islands in real time

With thismethod I can create multiple separated islands just by randomly choosing a point as the center for a gradient. Now what I want to do is to have a system of real time generation like the one ...
71
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10answers
26k 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 ...
1
vote
0answers
743 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
0
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1answer
193 views

How to find the participation id corresponding to a sender id

I am creating a real time multiplayer game in unity 3d using Google Play Game Services. In my function where I deal with the positioning of players based on information that is sent from other players,...
0
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1answer
144 views

Updating a gameobject position that needs to be consistent across all players' games

I am creating a real time multiplayer game in Unity 3d using Google Player Services that has a ball that the players will interact with. I'm not particularly sure how I will update the ball's position ...
0
votes
1answer
107 views

Slaving OpenSceneGraph to an external time base?

I'm working on an OpenSceneGraph animation, and I want events in the animation to be synchronized to a time reference provided by my audio player (BASS or FMod). Yes, this is a demo :) . Which time ...
2
votes
2answers
831 views

RTS combat system

I am developing a small-scale TB/RT Strategy hybrid, not unlike the Total War series. It's in the classic medieval setting, with only melee infantry combat currently implemented for testing. Units are ...
2
votes
1answer
548 views

2015 android multiplayer server based Implementation

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
2
votes
1answer
97 views

Game loops using Hard realtime systems vs Soft realtime systems

I have read the article here about realtime systems and am looking for examples specific to game loops. Am I correct in saying: Hard realtime systems will lag and slow down gameplay causing slow ...
0
votes
1answer
1k views

Android Studio libgdx multiplayer

Does anyone know if it's possible to setup a multiplayer game using libgdx in Android Studio? I've been trying to convert my game to multiplayer using all kinds of tutorials on libgdx & ...
0
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1answer
46 views

How, if possible, do you add loop cuts to models in real time?

I am working on a prototype for a very low poly game. I can't figure out a way for a player to cut or break objects in real time without predefined fractures. For example, if a player cuts a tree, it ...
0
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1answer
292 views

Google Play Game Services real-time multiplayer secure game data architecture

Is it secure to allow all game clients in a multiplayer game session to store sensitive opponent player data which should be revealed in the UI only upon a certain action (e.g. enemy building type ...
2
votes
1answer
1k views

Pathfinding in a 2D “sidescrolling” strategy game

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
0
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3answers
12k views

Fast Ray Sphere collision code [closed]

I am looking at here and while it's well organized a lot of links are broken: http://www.realtimerendering.com/intersections.html I am trying to find fast code that will give me the hit point and the ...
0
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0answers
124 views

Trying to get the fragment shader to output a list

I am trying to figure out a way to get the Fragment Shader to output a list of gl_VertexID-s. I want to use the GPU to get a list of vertices in the viewing ...
0
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0answers
77 views

manipulate textures in real time using GPU

I'm looking for some way (tutorial, library or build in option) to draw texture on JMonkey in real time. So I have 2 images one a normal texture that is fairly big(4000x4000) and another much smaller ...
1
vote
1answer
701 views

which is the best approach or algorithm to calculate real-time ranking

I want to know the fastest and most efficient way to compute points and ranking in real time. I'm doing a betting football game (a game where users try to predict the outcome of a game before it). In ...
5
votes
4answers
2k views

How can I implement a real-time game loop in a text-based game?

I am trying to make a short text game with c++ to help me learn the language. I have made a version that basically displays texts, waits for an input, once the input is received it displays text, and ...
4
votes
1answer
195 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
1
vote
1answer
98 views

Save a mouse coorinates after a specific number of seconds

I have a specific method that saves my mouse x and y coordinates. I want that mouse coordinates be saved by specific time (for example after 1000ms). How I need to do that in Java? Please add a simple ...
0
votes
2answers
211 views

How can I efficiently update only the entities that matter in a given frame?

I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual ...
0
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1answer
976 views

How to accurately count 1 second within my logic update?

I have the following method: ...
0
votes
1answer
4k views

Android local multiplayer

I am working on a FPS game for Android and I want to make a support for local multiplayer with no additional devices or server required. One of the player's devices would serve as a server, getting ...
14
votes
3answers
3k views

Where can I find real-world map data for a game?

I want to build a game with a concept similar to Ingress, where the game map is overlaid on a real one. Where can I find map data for an app like that? How (generally) do I integrate my own game ...
1
vote
0answers
157 views

How should I handle “real time” events in an online strategy game? [duplicate]

Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get ...
0
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2answers
167 views

Help choosing a collision prediction method?

This takes a little backstory, bear with me. This is also a very general question, and I'm aware that without greater specifics the best answer might be "it depends." So the context is that we're ...
2
votes
4answers
646 views

Timing - use individual timer for every task or global timer?

I'm writing a game, where a player controls a spaceship. It regenerates energy over time. So I need to make a little timer that adds certain amount of energy to the pool per second. My enemies also ...