7 votes
Accepted

Client side prediction physics

Client-side prediction depends very heavily on a deterministic physics model that exactly replicates the way the game object behaves on both the client and the server. Even small floating point errors,...
RelicBloodvayne's user avatar
4 votes
Accepted

Should I use the pathfinding client side or server side?

Client-side greatly reduces your costs. The server is doing less calculation, so you need less server power per player. Assuming you want to display the path to the client, doing the calculation ...
Sean Middleditch's user avatar
3 votes
Accepted

Are MMORPG servers and clients usually developed in isolation?

It's fair to say that for the sort of authoritative server / pure client which nearly all MMORPGs use for unavoidable security reasons, the server is typically developed with the specific purpose of ...
Engineer's user avatar
  • 29.5k
3 votes
Accepted

clock synchronization

The industry standard network time protocol (NTP) also takes into account the latency of the server processing. This means there are 4 timestamps, one each for send/receive of client/server. when ...
ratchet freak's user avatar
2 votes

Does TCP slow down server and other clients for MMO game

TCP is generally viewed as being slow because of the guarantee of delivery, and the guarantee of delivery in order. When the packet is not received, it has to be resent. It seems that the delay to ...
Vaillancourt's user avatar
  • 16.3k
2 votes

Are MMORPG servers and clients usually developed in isolation?

This is too context-dependent. Some MMORPG games that I had a chance to look at in terms of source code preferred to develop the server and the client as separate codebases. Some of them didn't even ...
starikcetin's user avatar
  • 5,275
2 votes

Are MMORPG servers and clients usually developed in isolation?

Warning: Sweeping generalizations will be made here. Client and server development (for the most part) is written in languages suitable to the task. The client will (most likely) be C++, C#, or mobile ...
Chris Masterton's user avatar
1 vote

Are MMORPG servers and clients usually developed in isolation?

The answer is, it depends. My MMO is a separate development stack. My client is developed in Unity, and my server is .NET so they necessarily must be developed separately. However, Unity for example ...
Escoce's user avatar
  • 141
1 vote
Accepted

Can I mod Among Us mobile so people don't get kicked because of network problems, and how?

Connection timeouts are usually handled server-sided, not client-sided. That means that this is a problem which should be fixed by the developers themselves. I have not read their sourcecode (and I ...
Philipp's user avatar
  • 119k
1 vote

Can I mod Among Us mobile so people don't get kicked because of network problems, and how?

Short answer: No Long answer: Theoretically you could if you knew the networking protocals that are involved and managed to compile a compatible version of the game with your fixes and got everyone in ...
user3797758's user avatar
  • 3,641
1 vote

Client Side Game Local Storage

Local Storage is very similar to how cookies work. It's basically saving some data locally. These data are only accessible to the same browser on the same machine only. It may be possible for some ...
Tom Tsagkatos's user avatar
1 vote
Accepted

Does game client size always grow in size after updates?

Yes this is possible. Less code can mean the executable shrinks. Compiled code is generally pretty compact, so a non-trivial amount of code would need to be removed for the difference to be ...
sbseltzer's user avatar
  • 126
1 vote

Project organization for a multiplayer client-server game

In general I would suggest, do what makes sense for you and your project, if that works, then doesn't really matter if it's "correct" or "wrong". If it doesn't work, then it's a learning experience. ...
Tom Tsagkatos's user avatar
1 vote

Understanding a client/server relationship

The answer to all of these questions is "It depends". 1.) and 2.): There are two types of networking, one is a traditional one, it only has 1 server and every client is connected to this. The data ...
Bálint's user avatar
  • 14.9k
1 vote

No files in .net.minecraft

Get Minecraft Forge Go here: http://files.minecraftforge.net/ Download the MDK (latest is usually best for development) Follow the instructions for setup There's no reason to decompile Minecraft ...
Draco18s no longer trusts SE's user avatar
1 vote
Accepted

blocking queue in Unity

This implementation shared by Stephen Toub is literally the second Google search result for "blocking queue c#" so don't underestimate the value of doing your own research. ;) Code reproduced below ...
DMGregory's user avatar
  • 134k
1 vote
Accepted

How do I stop "StartServer listen failed" when I start a new server after a previous server has been destroyed?

Figured it out myself. This was a Unity glitch and it has been patched in Unity version 5.6
Brady W's user avatar
  • 46
1 vote

Best practice/way for client to speak with server

Talking about online games - all logic/collision/actions should be manager on server. (because user is a cheater by default) I understand that maybe one single unit jump with 50-100ms ping will looks ...
Vladimir Ishenko's user avatar

Only top scored, non community-wiki answers of a minimum length are eligible