Questions tagged [server]

The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

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1answer
33 views

How to develop both a client and headless server together in Unity

I'm making a multiplayer 2d shooter platformer in unity. And after studying the different options to program an authoritarian server and with the great help that many of you have already provided me ...
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0answers
107 views

Code reuse for a CRPG data model on the server-side

I'm working on a turn-based game with CRPG (Computer RPG) elements in HTML5. It has to support 10K+ CCUs (Concurrently Connected Users). The CRPG elements in the game are item and character systems: ...
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35 views

How do I set up a dedicated server for my multiplayer Unity game?

I've made a multiplayer game with Unity and Mirror networking, and it all works perfectly when just running it on my own computer. However, I am trying to host on a dedicated server so that I can put ...
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1answer
14 views

Using proxy servers to tunnel data between clients and world servers

Background I've read up a little on the concept of splitting the world into regions which in turn can each be run on a node within a cluster. However my game concept revolves less around zones but ...
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0answers
45 views

Game Rooms Server Architecture - ENet CSharp

My team and I are working on an upcoming online fighting game using ENet-CSharp (A C# ENet implementation created by nxrighthere), and we're currently designing the architecture of the server. We ...
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0answers
30 views

How do I run a headless Unity server in a Windows Docker (without GPU)?

I am trying to run a headless Unity server on a Windows Docker. On Linux, there is Xvfb, but I don't know how I could get similar results on Windows. How would I do that?
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0answers
42 views

How can I stress-test my sever for the game Rust?

I am looking to stress test my server for the game Rust and monitor CPU, RAM and FPS. I could not find much around. I general I think I will need a good amount of compute power, bunch of cloud based ...
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0answers
43 views

Is good idea to use single threaded server for games? Also can it handle multiple clients?

I was developing an game. I using single threaded nodejs(socket.io) server. It is good for simple games or games like basic 3d world? Usually game will have 10-20 players(clients). Also is single ...
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0answers
71 views

How to remotely host my c++ game server on Ubuntu?

I made a server for a 3D multiplayer game I'm working on. The game is currently functional to a point where I know multiplayer gameplay is possible locally on Windows. IDE: Visual Studio 2019 Target ...
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1answer
46 views

Turn based game in HTML/JS/CSS - new joiner messes with state of game while animations are still running for other players

I developed a playing cards web app using HTML/JS/CSS. Communication with the server is performed using WebSocket. The server is developed in Java Spring. The game proposes to join one of the many ...
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0answers
71 views

Which is the best network solution for MMORPG?

we are developing a mmorpg with a small team. There are 2 structures we can create on the server side for managing clients and processing packages. I wonder what structure is better. I would be very ...
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1answer
74 views

How to build TileMaps dynamically from a database?

The game I'm building allows users to create their own tile maps essentially, so I want the server to respond with tilemap coordinates if / when a user enters their custom world.
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1answer
321 views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
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0answers
34 views

My server simulation is getting locked up between receiving movement input from players and updating projectile position

I'm currently developing a 2D game in the browser with Nodejs and Canvas. Im simulating the world state in the server side with a timestep of 60 frames per second. Im only sending a snapshot of the ...
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0answers
35 views

minecraft like game server database arhitecture

Let's say we have a 2d map 500*500 tiles in size. And each tile is editable by players and has many states. So it's 250k tiles. The game is multiplayer online game. What would be the best approach ...
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0answers
172 views

Real-time multiplayer game and Node.JS as backend server

I want to build a real-time multiplayer game (just for fun and not making money from it) with Unity3D engine. I planned to use Node.JS as backend server but should I use websocket to update player's ...
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0answers
71 views

I need a custom launcher for my Minecraft server

I am creating my own Minecraft server for my friends and I (and then publish it). It uses Thermos for MC 1.7.10, with mods and plugins. My friends don't know how to install Minecraft Java Edition, ...
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1answer
178 views

Multiplayer Game Server Input vs Tick

I'm building a game server for a turn-based RPG game, where the players control their characters through a web interface ( think kind of like a Jackbox Party Pack game, where there's a screen that ...
0
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1answer
100 views

Server-side “Fog of War”

I am working on my custom server for my online game and I was wondering if there is any way to accomplish this in a more performant way. Basically I will be spawning and despawning objects (such as ...
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1answer
128 views

How do Mobile Idle-Games work [duplicate]

I wonder how idle games, games where players only make a few clicks to get a game progress, work. These games appear to be running in the background, even when the app is closed. Therefore these games ...
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1answer
41 views

Rest API as Remote Data Storage

I'm currently working on a minor multiplayer project which is made like a hacking simulator where your character can login to a "console"-like interface to permanently manipulate the system with ...
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0answers
366 views

How can I make simple launcher for FiveM server?

I would like to know how to create simple launcher for FiveM server. I don't need help about UI, design, etc. only script when someone clicks 'Play' it connects him to server. Thank you very much!
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4answers
5k views

Mechanics to keep mobs and environment alive without using tons of memory?

I'm working on a server for a little mobile MMORPG. This consists mainly of two important features: mobs and environment resources like trees, rocks etc. The world is randomly generated and each time ...
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1answer
71 views

How does the deployment of server look like

I´m kinda new to these networking stuff, but basically managed to finish server to handle client requests(wan´t it to handle connections to game and help the clients update the game and stuff). I got ...
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1answer
874 views

Server game loop

I'm trying to setup a very simple multiplayer game that allows some users to join and walk around. The game is 2D and the players will have a position, the direction they are looking in (it's a top-...
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0answers
34 views

Do I need a backend engineer for my studio right now?

I am working on a mobile game that requires a well thought-out backend, because it spans across the healthcare/data science space and we need to be compliant in terms of security/regulations in how we ...
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1answer
42 views

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js?

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js? If so point me in the correct direction to read more.
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5answers
12k views

How does mmorpg store data?

I want to use sql database in my server.exe. lets say 1000 users online. And players will change their data when they play. And server need to save these updates. But how ? i think there two way: ...
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1answer
170 views

Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
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1answer
138 views

What are my options for building a centralized server architecture for a Unity game?

I have made in the past multiple offline game, and would like to make my first online game. I have very basic knowledge of server structure. The game is a multiplayer RTS game, with ONE server (If ...
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1answer
66 views

Synchronize points from UI and server

I am sorry in advance if it's not perfectly clear. I would like to make a game with let's say the following map (in real it will be a 3D globe). Now this map contain point, and each point is a place ...
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1answer
70 views

How to connect to a server without hard coded passwords?

I have two features in my game that need to a server of some kind that require authentication: a bug reporter and a leaderboard. The bug reporter will take the users report and add it as a card to my ...
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0answers
39 views

Do I need a server if I only want to upload data to a DB?

I'm currently creating a game where people get some kind of reports for their game performance on a website. Let's say, you log-in, play the game, the system gathers your performance data and this is ...
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2answers
328 views

Project organization for a multiplayer client-server game

I'm programming a game 100% in Java but I'm having some issues concerning the final games architecture. I plan on having two separate projects: one that will hold the client side of communication ...
0
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1answer
406 views

Inputs in realtime multiplayer game

I'm using a structure, where client sends his inputs every 20ms in one packet and server parses his inputs every update(20ms aswell). I've got a problem, since player can send me more than one inputs ...
0
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1answer
226 views

MMO - Server monster handling

Dabbling with basic MMO code because it intrigues me. How does the server handle monsters / mobs? I understand that generally on each game tick, the server loops through each player to send them ...
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0answers
38 views

Real cost associated with Firebase or AWS game project back ends

I have been looking for answers to how much does it really cost for using systems such as Firebase or AWS for deployment. We have several games apps and web games we want to deploy this year. Some ...
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1answer
157 views

Server-side real time position calculation based on destination position - C#

What I want to achieve is to calculate the real object position based on its speed and a destination position. In my server, I have a MapInstance that have a list ...
0
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0answers
35 views

server coordinate to client coordinate

I've a really quick and maybe dump question and I don't really know how it is handled generaly. I want to make a tile base multiplayer game. Player doesn't teleport from a tile to another but just ...
0
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1answer
128 views

How to propertly send map to clients in MMO?

I'm designing a game where the map has 1 M tiles. The game is simple, is a 2D game with low graphic requirements and without player movements, only change states, so I don't need to update player ...
0
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2answers
467 views

Is it secure to use UDP socket for a game server?

I'm working on a multiplayer android game with Unity. For server side I use python. There is no login system or username. Basically, there is a matchmaking system and rooms. I send json object which ...
0
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1answer
317 views

clock synchronization

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
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0answers
212 views

Is native performance of C++/C etc. relevant for game servers? [closed]

I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
0
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2answers
72 views

Will Geolocations for IPs ever change?

I'm making a game where the geographic location of a user is used to give them a little flag icon next to their user name. To do this, I've been using the ipstack API. However, the API only allows up ...
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1answer
966 views

Why do games use tick rates in their networking and servers instead of an event system?

Why do most games limit themselves with a tick rate in their networking? Isn't it better to make something like an even system where for example client A does something then the client sends related ...
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3answers
334 views

Is it possible to store ALL game data on the sever side

I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever. For a normal player it may not be a big deal but some people may ...
1
vote
1answer
129 views

Fixed timestep on the server without hogging CPU?

It sounds backwards, but it's the situation I'm currently trying to solve on my dedicated server. Everything I've read about fixed timestep assumed it was on a client, where you're already running in ...
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3answers
1k views

MySQL for MMO-Development… What do i have to consider ?

Im currently developing an little mmo. Its pretty basic, players can walk around... gather some resources... build some simple buildings and craft things. Before i began to develop i read a lot about ...
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0answers
131 views

How should I implement lag compensation in my racing game?

I've looked around and I see a lot of discussion about lag compensation for FPS's, but none for racing games. I know Mario Kart uses some sort of interpolation for other racers, but it doesn't ...
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3answers
194 views

How can I keep a consistent number of players per match in a continuous multiplayer game?

Fortnite Battle Royale is an example of a non-continuous multiplayer game. 100 players join a game which has fixed start and end times. When there's only one player remaining, the game ends. Agar.io ...

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