Questions tagged [realtime]
The realtime tag has no usage guidance.
64
questions
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Simulate physically-accurate fish swimming in water
I would like to develop a simulation/video-game of some fish swimming in water. This simulation needs to have real time performance and the fish movement should be as physically accurate as possible. ...
0
votes
0
answers
19
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Unity DXR Reflections Not Working Properly
When I use RTX powered reflections in Unity HDRP+DXR it reflects a limited distance of non emitting materials, It means if I add emission to the mesh in distance its emission gets reflected but still ...
0
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0
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69
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Multiplayer Trivia Network Game
I am developing a multiplayer trivia game.
What is the correct way to pick up who was the first to answer the answer when it comes to extremely thin time differences
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52
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In-Game Vertex Paint with Line Trace
From what I can tell, this game uses vertex painting as a rudimentary form of add blood decals. How can I vertex paint a mesh in-game?
The system can use a line trace and then find the nearest ...
4
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1
answer
72
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What does "Continuity of response" mean in the book "Game Feel"
In Steve Swink's book "Game Feel", he talks about 3 thresholds the computer must meet in order to maintain the illusion of real-time control.
The impression of motion (display above ...
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2
answers
348
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Architecting server for real-time multiplayer game with Unity client
I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
3
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0
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78
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Backend architecture for multiplayer browser text game with a short gameloop
This is my first foray into game-dev and I only have webapp experience professionally. I'm creating a browser game in nodejs/react. It is mostly text-based, so no intensive graphics (think chess.com ...
0
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0
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126
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How can a real-time Pokemon-like combat with a window of opportunity mechanic have a reasonable AI?
I wanted to make a Pokemon-like game with some of the tactical strength of the anime where despite it being in real time, the Pokemon trainers mostly take turns. I want restrictions on the combat to ...
1
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1
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239
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Rollback netcode: how to avoid teleportation?
I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...
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0
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73
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How important is it to use an in-memory datastore for real-time networked game data?
I am building some online multi-player web-based games. Naturally, we are using WebSockets to connect to the game server. I need to store "real-time" data for these games, things like which ...
0
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0
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737
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How to make a point light cast shadows in realtime?
I have a solar system...
The central star has a point light attached to it.
However, objects don't cast shadows on each other...
Planets are < 20 units from the star, so it's not a light falloff ...
0
votes
1
answer
136
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keeping clients up to date with server state in an mmo-like game [duplicate]
I'm making an online RPG that could classify as an MMO, but I'm keeping the project scope very small by making the game's systems simple, and focusing mostly on what I want to learn: real-time ...
0
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1
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4k
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Baked vs realtime global illumination in unity
I use unity. So far I know that the baked GI is less GPU processing when the game is played so if possible, I need to use baked GI.
Newbie question: I'm using unity and just curious in the light ...
1
vote
1
answer
322
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How to handle data for a competitive multiplayer games
I am kinda new to Multiplayer Games and I am really wondering how I should handle my data
Should each player send and update their data to the database (server) everytime one of their essential ...
3
votes
2
answers
688
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How do Idle games progress while not active? [closed]
A hallmark of many idle games is the ability to still progress (or at least regain resources) while the game isn't active. The device can even be off.
Initially I figured they just calculated ...
-5
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1
answer
415
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What is the unit of time in Unity?
In Unity what is the unit that time follows ? (milliseconds, microseconds or seconds?)
3
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0
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143
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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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1
answer
47
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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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3
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226
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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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1
answer
266
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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
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1
answer
167
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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
vote
0
answers
427
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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-...
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1
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150
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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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0
answers
597
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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
votes
0
answers
1k
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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 ...
48
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17
answers
11k
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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 ...
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1
answer
77
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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
1
answer
245
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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 ...
3
votes
1
answer
734
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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
2
answers
1k
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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
1
answer
2k
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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
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1
answer
1k
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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 ...
2
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2
answers
2k
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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
votes
2
answers
16k
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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
1
answer
878
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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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2
answers
199
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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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0
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99
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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 ...
81
votes
11
answers
35k
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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 ...
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0
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859
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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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1
answer
203
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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
votes
1
answer
159
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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
1
answer
136
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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
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2
answers
1k
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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
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1
answer
573
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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 ...
3
votes
1
answer
193
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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
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1
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1k
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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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1
answer
51
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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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1
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310
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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
1
answer
2k
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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 ...
2
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3
answers
20k
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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 ...