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

First of all, are you sure you really need that? Have you calculated the memory footprint? A small back-of-the-envelope calculation: A single mob and its state should fit into 100 byte of data. Let'...
  • 115k
18 votes

How does mmorpg store data?

1000 player may or may not be a problem. It depends on how often you need to update the database. However there is a simple solution: put the database on its own server. I had a peek at how the ...
  • 21.1k
15 votes
Accepted

Storing coordinates of every object in server side in MMOs

Independent of feasibility (yes, depending on scale) there are often better or easier ways. For instance, in your typical MMO, the server really only needs to know about the coarse navigation map ...
14 votes

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

One way you could solve this problem is not actually storing state on disk, but just setting up your generation code to use a seed for the random number generator, so it generates the same thing for a ...
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13 votes
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How to keep server-client clocks in-sync for precision networked games like Quake 3?

After searching around, it seems that synchronizing the clocks of 2 or more computers is not a trivial task. A protocol like NTP does a good job but is supposedly slow and too complex to be practical ...
  • 459
10 votes

Websockets Server for Unity3d

System.Net.WebSockets seems to be completely built-in to .Net and freely available in Unity. Here's a full Websockets client for Unity for example: ...
  • 150
8 votes

How do I keep a PHP server running forever?

One way to do this is not to change the actual values in the database in realtime. When the player logs on, you see how long it's been, and how much stuff he should have if he were earning during the ...
  • 6,648
8 votes
Accepted

How to make hard to hack leaderboards

Scrambling the transmitted score is probably worthwhile. To avoid cheat-engine type stuff, you can always scramble it in memory too. If you're storing seven variables, each of which, %10, is a digit, ...
8 votes

How does mmorpg store data?

Both approaches are used with MMORPGs. Keeping everything in memory and periodically check pointing it to disk seems to be the most popular option, at least for older games. It has the advantage of ...
7 votes

Storing coordinates of every object in server side in MMOs

Yes - it is feasible. MMOs often split the game world into multiple areas, as this makes the job easier, but you can still do it with 1 massive area - you just need to use a good spatial partitioning ...
7 votes
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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,...
6 votes
Accepted

Why will my server not execute a command sent by the client in Unity 5.1?

As per the documentation, [Command] and [ClientRpc] should be in a NetworkBehaviour, not in ...
6 votes
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How to design a server for a multiplayer game?

Depending on what language you are using, the answer can vary. However, if you know any Java, or can at least get the gist of it, here's some old code I wrote to handle something like this. https://...
6 votes
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How to develop both a client and headless server together in Unity

Myself, I'd recommend keeping the server and client authored in a single Unity project. This minimizes the chance for mistakes where you change something in either the server or client and miss ...
  • 124k
5 votes

How to make hard to hack leaderboards

If what you get is just a score number, you can not verify how it was achieved. To make it more secure you need to obtain a full replay and verify that the game was fair (no cheats used, no score ...
  • 10.4k
5 votes

How should I implement a timer in a strategy game?

I'm inclined to assign this task to the server for security and integrity reasons, but i'm not sure on the way i can accomplish that. Yes, definitely; never trust clients. Clients sometimes "predict" ...
  • 3,674
5 votes

Calculate resources real-time. Sockets or not?

Introduction There are pros and cons to each method of synchronization you gave that depend on a couple of factors. First, is your game singleplayer or multiplayer, second, how real-time is your game?...
  • 163
5 votes
Accepted

Inputs in realtime multiplayer game

It sounds like your problem arises from processing players' input eagerly, the moment it comes in. In this situation, it's harder to keep track of the context of the input and its timing/frequency ...
  • 124k
5 votes
Accepted

How to connect to a server without hard coded passwords?

Don’t. You cannot secure your password indefinitely. What you can do is restrict access remotely. I don’t know anything about trello, but if it allows multiple logins with multiple permissions, you ...
  • 5,199
5 votes
Accepted

Multiplayer Game Server Input vs Tick

so ... I can probably speak to your example, since I'm the primary author of the Jackbox Games multiplayer server, which as it turns out ... is written entirely in Go! Since there's no simulation to ...
  • 166
5 votes
Accepted

How many database servers does an online game need to handle around 100000 users per day?

I'm sorry, but we can not even give you a rough estimate as long as we do not know anything about your game. We do not know how many SQL queries each player generates. It could be anything between one ...
  • 115k
4 votes

What type of networking archtitecture does Unreal Engine 4 have?

I believe UE4 network architecture is roughly the same as in prior versions of Unreal Engine, perhaps with minor refinements, and goes back to the very first version of Unreal Engine. This is a ...
  • 140
4 votes

How to make hard to hack leaderboards

You are right that there is risk in just letting a player post any score they want. That said, it will be very hard for you prevent cheating, as long as the player is playing offline and on their own ...
  • 10.3k
4 votes
Accepted

what is the best way to code an online multiplayer game?

In most of cases the relationship is simple: Client -> Input to server Server -> Calculate logic and physics, send object position and property data back to client Client -> Render the scene ...
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 ...
4 votes
Accepted

How do MMO servers handle a large concentrated number of players?

Are you already familiar with technologies that exist like redis? Server architecture is definitely a complicated subject and it's good that you're planning it out now, but you might be worrying ...
4 votes
Accepted

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

Overusing the database like this is usually a very bad idea. Database queries always require a network roundtrip between game server and database server. Even under ideal conditions (both run on the ...
  • 115k
4 votes

MMO - Server monster handling

If a monster is in the forest, but there's nobody there to see it, does it really exist? If a monster is in an area with no players, just ignore it. Nobody will attack it, and it won't attack anyone. ...
  • 4,338

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