4 votes

Unity Online Multiplayer

According to the main Unity website, yes; you can implement free online multiplayer functionality in the personal edition, with up to 20 concurrent players.
Felipe Caldas's user avatar
3 votes

Why does today's "Metaverse" look equally or even worse than the 1990s 3D chat worlds?

I believe this is a based on multiple factors: First of, the concept of a Metaverse mainly makes sense in VR, of which the portable headsets have very strict polygon and material budgets. Secondly, in ...
Jummit's user avatar
  • 321
3 votes
Accepted

How does one organize AI interactions with Local and Remote Players?

The monster shouldn't know or care whether the thing it is grabbing is a local or remote player, or what perspective that player is playing from. That's likely to lead to coding headaches and ...
user45623's user avatar
  • 751
3 votes
Accepted

online game, NPC monster death and hit detection to gain experience points

When you want a cheating-proof client/server game, then you need to handle all game mechanics which are worth cheating on the server. Don't send "Player X hits enemy Y for Z damage". Just send "...
Philipp's user avatar
  • 119k
3 votes

Can Cloud Functions be used for a multiplayer game server?

I think the simple answer is: yes, depending on your game design. What you touch on here is a fundamental of any server (or serverless) API design. You have to trade responsiveness off against ...
MrCranky's user avatar
  • 6,058
2 votes

Network jitter, client input to server

A simple solution i found, is to keep track of how many server ticks have gone without processing input from the client. This amount is then decremented for each subsequently processed input. This ...
Jpst's user avatar
  • 141
2 votes
Accepted

In a multiplayer game, should everything that is not user input be done server-side to prevent cheating?

This is a very valid question, and the answers will probably differ between developers, as many will choose different approaches to secure the integrity of their games. The choice which implementation ...
Sty's user avatar
  • 146
2 votes
Accepted

Synchronizing "token" between players(multiplayer)

The vast majority of online games handle all game mechanics on the host. The host can be either a dedicated server or it can be the same computer a player is playing on. The situation described in the ...
Philipp's user avatar
  • 119k
2 votes

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

Team Auto-balance: A good way to balance the teams is making players change teams mid-game. This would need to be handled with care, as it would be very annoying for a player to keep changing teams, ...
Tom Tsagkatos's user avatar
2 votes
Accepted

What is the average cost of hiring a programmer mid development to implement online features?

Professional In terms of a cheap programmer (one who is professional but on the low end) it's $50k a year or so; which means that they cost roughly $1k a week (full time.) On the cheap Were you to ...
blurry's user avatar
  • 819
2 votes
Accepted

How to create additional rooms for new play sessions in a 2-player online game on Node.js?

I would suggest not using Socket.IO's rooms mechanism. It is not very flexible and isn't very appropriate for a robust server architecture. Here's a quick scribble of how you could structure your ...
Kal_Torak's user avatar
  • 146
2 votes
Accepted

MMO sending player position to other players

It's really hard to have an answer like "Yes, that's how its done" because each game is different. I will assume you mean a "classic MMORPG" where you walk in an open world and you can interact with ...
Tom Tsagkatos's user avatar
2 votes

How does "internet connection required" protect from piracy on mobile phones?

I don't know how the DRM of this particular game works, because I do not work at Nintendo. But a common reason why DRM requires an always-on internet connection is because not every copy of the game ...
Philipp's user avatar
  • 119k
2 votes
Accepted

GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?

(1) Are text info such as names and descriptions generally considered data that need to be pulled from server every request or something that can be accessed from the local file? "General ...
DMGregory's user avatar
  • 134k
2 votes

Is there a reason online video games don't have "benches"?

Games are first and foremost designed to be entertainment for the players. Being a competitive sport and being entertaining for spectators are usually secondary concerns. Not like those physical sport ...
Philipp's user avatar
  • 119k
2 votes
Accepted

Multiplayer tile based movement collisions cause client prediction to fail

Your prediction method has "coarse granularity" so to say: when prediction fails, big amount of movement is cancelled, which leads to jarring visuals. In comparison with games in other genres (FPS, ...
Shadows In Rain's user avatar
1 vote

How to create mobs for mmofps and synchronize their animation, movement, actions with all players?

There shouldn't be anything stopping the server from handling calculating mob positions, behavior, etc., unless I'm misunderstanding something about socket.io. When it comes to recreating the engine ...
Koneke's user avatar
  • 33
1 vote

GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?

the GM files include text data such as "item name" and "item description", as well as things like monster parameters like attack point and defense point Those are potentially ...
Theraot's user avatar
  • 26.7k
1 vote

GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?

When you have data which changes very rarely, like the data for common inventory items in the game, then it's usually not a bad idea to just put them in a file in your favorite markup format (XML, ...
Philipp's user avatar
  • 119k
1 vote

Multiplayer tile based movement collisions cause client prediction to fail

Why not have your server respond to all move requests with the new location of the client's player? Example: Client A requests to move its player from (15, 15) to (15, 16). Both the current ...
Agent Tatsu's user avatar
1 vote
Accepted

Multiplayer network architecture - why do we need to verify local movements?

What I've read: When Client 1 moves, it sends its input to the SERVER, the SERVER calculates the position, and then sends the new position back to all connected Clients, including Client 1 where the ...
DMGregory's user avatar
  • 134k
1 vote
Accepted

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

Merge the Games If i understand it correctly, you have 5 different games with max 10 Players. Problem: you don't have enough players to refill every match. Possibloe solution: merge the games slowly....
Linaith's user avatar
  • 536
1 vote
Accepted

Multiplayer Testing with Steam Accounts

You either need to hire and pay for actual testers, like how most AAA companies do it, or release the game in early access, like how most indie game developers do it. Choosing the right option depends ...
Bálint's user avatar
  • 14.9k
1 vote

Synchronizing "token" between players(multiplayer)

From what I have seen so far, the most common approaches for multiplayer are either peer-to-peer connections (with a master client and connecting clients) or a client-server structure. Regarding ...
D.Kallan's user avatar
  • 454
1 vote

Spreading server load for a multiplayer game

This is one of those questions where there are so many options that it's hard to pick the one right answer without doing some serious "try it and see" work. TL;DR Your solution is a solid option, ...
GregHNZ's user avatar
  • 126
1 vote

How can I get fastest region server in Photon C++ Client API?

The optional Listener::onAvailableRegions() callback only gets called, when you pass RegionSelectionMode::SELECT to the Client constructor. This approach is useful when you have special criteria for ...
Kaiserludi's user avatar
1 vote

Best way to connect multiplayer users with each other (matchmaking) on a low powered server?

Don't go the home server route. The hassle and reliablity problems (dynamic IP, power, etc.) aren't worth it. Get yourself a small VPS for a fiver per month. Amazon's AWS offers (or used to at least)...
PeteW's user avatar
  • 11
1 vote

Unity3D: Photon syncing physics events

Unity's physics engine, NVIDIA's PhysX, is not deterministic. You're not going to get the same physics simulation twice even on the same machine because the physics engine was just not made to work ...
Cobertos's user avatar
  • 1,634
1 vote

Unity Online Multiplayer

In addition to the multiplayer service that Unity itself offers, you can also create your own, removing the limitations of the free service. Depending on what kind of a system you go with, you can ...
Frement's user avatar
  • 121
1 vote

Best practices for client-server communication in an online Android game

You need to use instant messaging, sockets, etc. I recommend using PubNub.com, i've been using is a lot. You actually don't need a back end with this. So you subscribe to a channel, for example ...
lxknvlk's user avatar
  • 236

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