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Results tagged with Search options questions only user 57906

Played by multiple players, cooperatively or competitively, locally or remotely.

2
votes
1answer
How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also send …
asked Jan 24 '16 by JPtheK9
0
votes
1answer
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 …
asked Feb 2 '15 by JPtheK9
11
votes
3answers
At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal …
asked May 17 '15 by JPtheK9
0
votes
2answers
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 spe …
asked Feb 27 '15 by JPtheK9
0
votes
2answers
For my client-server lockstep 16-player RTS game, I've calculated the maximum bandwidth usage per second to be 50KBs for hosting a game (though this value is closer to 20KBs practically). ~90% of this …
asked Feb 14 '15 by JPtheK9
1
vote
4answers
For my game's multiplayer matchmaking and back-end, every player is assigned a unique GlobalID and LocalID. The GlobalID is used for keeping track of all players and the LocalID is for keeping track …
asked Mar 16 '15 by JPtheK9
5
votes
2answers
I have a multiplayer RTS game with every unit assigned an ID. How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player …
asked Mar 5 '15 by JPtheK9
2
votes
1answer
I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every …
asked Jan 5 '15 by JPtheK9
1
vote
1answer
I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute message …
asked Jan 2 '16 by JPtheK9