Questions tagged [realtime]

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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. ...
Blue Nebula's user avatar
0 votes
0 answers
19 views

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 ...
Cyclone's user avatar
  • 29
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0 answers
69 views

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
Miriam F.'s user avatar
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0 answers
52 views

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 ...
Smail's user avatar
  • 141
4 votes
1 answer
72 views

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 ...
Ken's user avatar
  • 6,096
0 votes
2 answers
348 views

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 ...
m.Khaki's user avatar
3 votes
0 answers
78 views

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 ...
WaveRunner's user avatar
0 votes
0 answers
126 views

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 ...
user2617804's user avatar
1 vote
1 answer
239 views

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"...
sailormoon's user avatar
0 votes
0 answers
73 views

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 ...
Ryan's user avatar
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0 votes
0 answers
737 views

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 ...
Basic's user avatar
  • 876
0 votes
1 answer
136 views

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 ...
tonayy's user avatar
  • 1
0 votes
1 answer
4k views

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 ...
andio's user avatar
  • 145
1 vote
1 answer
322 views

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 ...
Fvnex's user avatar
  • 13
3 votes
2 answers
688 views

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 ...
Weckar E.'s user avatar
  • 812
-5 votes
1 answer
415 views

What is the unit of time in Unity?

In Unity what is the unit that time follows ? (milliseconds, microseconds or seconds?)
user130058's user avatar
3 votes
0 answers
143 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 ...
user3405291's user avatar
-3 votes
1 answer
47 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?
D.g's user avatar
  • 329
0 votes
3 answers
226 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 ...
Cerberus's user avatar
1 vote
1 answer
266 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 ...
DanteVentura's user avatar
1 vote
1 answer
167 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, ...
Monty Wild's user avatar
1 vote
0 answers
427 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-...
dontHaveName's user avatar
0 votes
1 answer
150 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" ...
Daniel Marques's user avatar
2 votes
0 answers
597 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 ...
ElJackiste's user avatar
3 votes
0 answers
1k 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 ...
FM Productions's user avatar
48 votes
17 answers
11k 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 ...
user2108462's user avatar
1 vote
1 answer
77 views

IntersectMovingAABBAABB weird behavior

I'm using the IntersectMovingAABBAABB implementation from the book Realtime Collision Detection and I'm having a little bit of ...
Philippe Paré's user avatar
0 votes
1 answer
245 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 ...
James Hp's user avatar
3 votes
1 answer
734 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 ...
Bram's user avatar
  • 3,699
5 votes
2 answers
1k 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 ...
Ben Hayward's user avatar
0 votes
1 answer
2k 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: ...
Evorlor's user avatar
  • 5,399
1 vote
1 answer
1k 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 ...
virtouso's user avatar
  • 2,526
2 votes
2 answers
2k 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=...
newbie2015's user avatar
6 votes
2 answers
16k 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 ...
CoffeDeveloper's user avatar
1 vote
1 answer
878 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 ...
newguy's user avatar
  • 255
2 votes
2 answers
199 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 ...
Z0q's user avatar
  • 155
0 votes
0 answers
99 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 ...
user6245072's user avatar
81 votes
11 answers
35k 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
1 vote
0 answers
859 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 ...
Coffeecoffeecoffee's user avatar
0 votes
1 answer
203 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,...
sabo's user avatar
  • 237
0 votes
1 answer
159 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 ...
sabo's user avatar
  • 237
0 votes
1 answer
136 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 ...
cxw's user avatar
  • 155
2 votes
2 answers
1k 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 ...
Stefan Stanković's user avatar
2 votes
1 answer
573 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 ...
baconcheese113's user avatar
3 votes
1 answer
193 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 ...
David's user avatar
  • 141
0 votes
1 answer
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 & ...
DinoByte's user avatar
0 votes
1 answer
51 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 ...
Solemn's user avatar
  • 1
0 votes
1 answer
310 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 ...
user1612686's user avatar
2 votes
1 answer
2k 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 ...
Logicon211's user avatar
2 votes
3 answers
20k 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 ...
Joan Venge's user avatar