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Questions tagged [udp]

Questions about using unreliable UDP protocol in games which requires data exchange via network.

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23 views

Can a mobile device create a game server for two-player online games in turn? [duplicate]

First of all excuse me if I say crazy things. I'm trying to make a turn-based multiplayer logic game for two players. This is my purpose: Two types of user, the one who creates the map and the one ...
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1answer
164 views

Why can I only connect one client to my server?

I am currently working on a Udp server and client system, where I worked out a way to "verify" which user is sending the updates. Essentially, the very first package they send is "blank", which the ...
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44 views

Using UDP vs Websockets

I am running a Unity Game on a PC (for development purposes) and then on an Android phone (for production). I need to send data to the Game continuously from a WiFi enabled microcontroller (Esp32). Is ...
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19 views

UDP vs. TCP for a click-based game [duplicate]

I'm contemplating transport protocol for a real-time click-based multiplayer RPG-style game. User clicks on the ground -> character walks to position and holds User clicks on an item -> character ...
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1answer
61 views

How to properly handle sending arrow-key movement data to a authoritative server?

I've made a little C# server which receives UDP packets and shows me the incoming information. I want to make an authoritative server in C# which simulates character movement and interaction in a 2D ...
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1answer
75 views

Getting the same message while using Facepunch.Steamworks

I use Facepunch.Steamworks for P2P game made in Unity, so I send packets through it(UnreliableNoDelay sendtype), but I've got a problem, since I send message like this: Move:0 and get this: Move:00,...
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1answer
96 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/...
4
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1answer
128 views

Will TCP really affects UDP if used in different context?

I have read some questions about using both TCP and UDP in multiplayer game, such as Does it make sense to use both TCP and UDP at once? and Is UDP still better than TCP for data-heavy realtime games?....
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1answer
102 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
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0answers
47 views

Duplicate packets and termination of packets in multiplayer game

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
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0answers
81 views

How to reduce server traffic for 100+ multiplayers game?

I'm working on fast-paced multiplayer game which has 100+ players in single session. To sync entire game state to each player, server should send massive data if I did not any compression: ...
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2answers
171 views

Latency issue on multiplayer game networking

I am currently writing a 2D top-down shooting multiplayer game using Java. I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
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1answer
907 views

udp over cellular networks? [closed]

I'm starting to build a multiplayer iOS game using UDP. I want the game to be playable over cellular networks, but I can't really find that much information on it. Many people say that it's dependent ...
2
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1answer
370 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 ...
15
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4answers
5k views

Acknowledgement reliability using UDP

I have a question about UDP. For context, I'm working on a real-time action game. I've read quite a bit about the differences between UDP and TCP and I feel I understand them quite well, but there's ...
5
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3answers
797 views

Synchronizing over UDP

I have two apps communicating over UDP. One of the apps is a remote control and the other is a robot. When the robot has some new data, for example a new sensor ...
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1answer
85 views

Handling Player “sessions” on a UDP based server

I've been building a UDP server and have hit a bit of a stumbling point. Since UDP is not a persisted connection, there really isn't a way for me to track if the Player has left the current session/...
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2answers
986 views

Sending Vector3 from Unity to custom C# server

I'm working on a multiplayer game in which the server is a custom C# server. What I want to do is to store the position of each player in my database. In my case I'm sending Vector3 as an object ...
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2answers
1k views

Network protocol for chat — UDP or TCP

I'm trying to develop a fast-paced multiplayer game. Now I'm using UDP as a transport-layer protocol to communicate between clients and server. But what if I want to implement a chat? Should I send ...
4
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1answer
1k views

How to organize messages queue in a fast-paced multiplayer game

I'm trying to develop a fast-paced multiplayer game. I decided to build my own protocol over UDP and now I'm stuck with the following question. The idea of the protocol is very basic and it's similar ...
3
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1answer
819 views

UDP server in unity not working

I know there are a lot of UDP examples out there, but I really need to know specifically what I am doing wrong. I have Wireshark monitoring my data traffic and according to that program Unity is not ...
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0answers
112 views

UDP client code throwing a very nonspecific exception

so I'm writing a UDP server and client on a couple of the machines in my virtual reality environment to allow (in this case) data from the location in the environment to trigger some air nozzles. The ...
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4answers
4k views

Does it make sense to use both TCP and UDP at once?

After reading Is UDP still better than TCP for data-heavy realtime games?, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending ...
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 ...
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1answer
101 views

Send OpenGL video flux via UDP [closed]

It is possible to send the video flux of an OpenGL desktop app via UDP on Linux ? I looked up FBO and off-screen rendering but I still can't figure out how to extract the video flux and send it. I'm ...
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0answers
90 views

Extrapolation - synchronize destination point on a second device while moving

First of all, I read all of the Valve and Gaffer articles but I still have no clue, how to achieve my goal. I am creating a UDP multiplayer game with a lot of physics (knockbacks, attacks). Packets ...
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0answers
157 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 ...
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2answers
1k views

Do I need more than one UDP socket on the server?

I'm trying to make a UDP game server using the SDL_net library. This library offers SocketSets which are, according to the documentation, an analogy to the select ...
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1answer
289 views

How do I keep 1v1 player positions consistent over UDP on Kryonet?

I have a server which is simple: When two connections comes in, it opens a game room, pass their connections to it and runs a thread with a gameloop. (Everything is running on Kryonet) So... I made ...
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2answers
516 views

Simple mobile multiplayer game. TCP/UDP? [duplicate]

I'm tying to dive into multiplayer game programming. The game is quite simple, it's a 2D scroller mobile game, the player need to touch the screen in order to move 1 step and it could contain up to 4 ...
5
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3answers
2k views

UDP packet reliability and re-sending

Like most people on this exchange concerned with UDP client server connections, I've gone through the Gaffer on Games article about implementing reliability. I understand how the ordering and acks and ...
5
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0answers
2k views

Unity3D LLAPI and Pyhton UDP communication

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
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2answers
3k views

Networking with UDP, should I keep sockets open on the server

I am working on making a 2D platforming game that will have multiplayer functionality. Over the last few days, I have done a lot of reading regarding how to deal with the networking, and believe that ...
6
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1answer
4k views

Packet size vs packet frequency

I am making a multiplayer game in Java that uses a client-server model, where all important decisions are made by the server and communicated to all clients over UDP. Currently the clients and the ...
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2answers
6k views

How to send object transform position coordinates over UDP from Unity 3D

I'm trying to send the x, y and z coordinates of an in-game object over UDP. I found a script in a Unity forum which should send info over UDP and as I understand it it should send the information ...
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2answers
756 views

TCP For RTS Game?

My RTS game abides by the lockstep system so keeping everyone up to date is import and guaranteeing the safe arrival of packets would make my life a lot easier. With that said, I still need decent ...
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1answer
570 views

How to estimate number or packets required to sent per second in a multiplayer lockstep RTS game?

Considered a typical lockstep implementation, what's a solid rate to send packets at for UDP protocol that games can start with in the beginning? If anyone has experience in this field, I'd like to ...
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1answer
636 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 ...
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1answer
2k views

Too much delay while sending object over UDP to server

I'm getting 4 sec delay when sending objects over UDP. Working on small game and trying to implement multiplayer. For now just trying to synchronize movements of 2 balls on the screen. StartingPoint....
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2answers
1k views

UDP Netcode Architecture for Fighting Game

I am programming a fighting game that uses a UDP client/server architecture for multiplayer. The server can handle multiple clients, two of which (or one being the server) are playing and the rest are ...
3
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2answers
4k views

Kryonet usage for game networking

Im making a game where real-time data is exchanged between server and clients, and I was using java UDP sockets straight up, but I reached a point where I actually need to know if a few specific ...
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2answers
2k views

Is there a maximum delay an UDP packet can have?

I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am ...
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2answers
1k views

How to I access “Deny” message from a Lidgren client?

I'm using the Lidgren v3 network for a UDP client/server networking model. On the server end, I'm initializing a NetServer object with the NetIncomingMessage.ConnectionApproval message type enabled. ...
6
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1answer
277 views

UDP server and large number of users?

My initial research showed the most people prefer to use UDP protocol and build a control code on top of it for multiplayer games. It seems like a good design at first, but I am wondering if it is ...
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3answers
1k views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
2
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3answers
1k views

How to trust a UDP Client

I'm working on a Unity project with the Lidgren UDP library for connection. I'm new to networking, so I'm not sure on general "best practices" for this area. I'm trying to figure out a good way to be ...
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5answers
2k views

How to correctly aggregate networked data into UDP packets while avoiding fragmentation

I am starting to get my feet wet with game networking, having iterated many times now on some simple 2D games. For learning purposes, I've read the fantastic Gaffer on Games networking article a ...
10
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2answers
7k views

UDP non-blocking or a separate thread for receiving?

I am creating a multiplayer game (for under 64 players). I already decided to have a separate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
8
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4answers
340 views

Sending state diffs (deltas) and unreliable connections

We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. ...
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2answers
528 views

Udp VS Tcp connection for a platformer multiplayer

Tcp is connection based so it's really good for chat or login or anything that needs reliability. Udp should be used for lots of small packets like position packets... The problem is that in a game ...