Tagged Questions
The networking tag has no wiki summary.
2
votes
0answers
26 views
1UPT multiplayer sync
The game I'm working on is 1 unit per tile. Each player can move their single unit 1 tile at a time (click the unit and then click the tile to move to).
It's in Javascript with Node.js and presently ...
4
votes
0answers
75 views
How can I add Facebook authentication and friend location without showing the user a browser? [migrated]
I'm working on a multiplatform game (PC/iOS/Android) and was looking into using Facebook as a login method and friend finder. I know Battle.net does this without having to bring up a browser window ...
1
vote
1answer
81 views
Securing a TCP connection on iOS for an MMO
I am currently building an iOS MMO and I'm leaning towards using TCP as my networking protocol over the higher level HTTP (for the speed difference and the fact that it does not require the client to ...
0
votes
2answers
74 views
Design of networked Asteroids
I am looking for some advice on what would be a good way for users to play Asteroids over the network.
Its my first game and so far I have it working in 2D using polygons across a scrolling world in ...
0
votes
2answers
58 views
Networking server/client library to setup p2p connection
I'm making a multiplayer game, and I want to setup a p2p network.
I'm coding a server in python to make the matches and send each player it's adversary ip and port, but I'm having trouble to make udp ...
2
votes
2answers
121 views
Cross platform C++ UDP socket library
Can somebody recommend a free C++ open source library which I will use to build a networked game using UDP. Must be available for Windows/Linux/Mac. As lightweight as possible please.
1
vote
3answers
187 views
Multiplayer API with Unity 3.5 and AS3
On the faq for the current preview release, http://unity3d.com/unity/preview/faq it says that while networking is not currently supported for flash compilation, we can write our own in AS3 using the ...
0
votes
1answer
322 views
How do I start writing an MMO game server?
I am developing a multi-player on-line game.
I just started coding the server but I have no idea how to do it. Do I have to use threads ?
And if i do, do I need one thread for every client?
Knowing ...
6
votes
4answers
229 views
How does a wow server handle which player position to set to each nearest players?
I already understood how game developers could create very large game levels, bypassing the floating point precision limit.
This was my very first mind boggling question, and I understood it when I ...
6
votes
4answers
194 views
Can packet latency fluctuate?
Can the time it takes for a packet to be transmitted from a client to the server fluctuate?
1
vote
0answers
62 views
The status of Unity networking code
I am new to unity world I want to inquire the status for networking script and tutorial which is available at unity site my question is:
Is that code is compilable as I have couple of times tried to ...
1
vote
5answers
264 views
UDK client, C++ server (is it possible?)
For example I have C++/C# server side with sockets or http web server and UDK client.
I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...
3
votes
2answers
142 views
What is a fair latency, to cut off game connection at?
I'm currently coding a realtime game. I'm doing alot of technical operations with the physics world (resimulations of old world states etc.) to prevent game lag. I save the world state every physics ...
14
votes
2answers
173 views
How to network this entity system?
I have designed an entity system for an FPS. It basically works like this:
We have a "world"-object, called GameWorld. This holds an array of GameObject, as well as an array of ComponentManager.
...
8
votes
1answer
213 views
Should I write my own physics engine, because of networking integration?
I'm currently developing a top down, realtime, zombie shooter. I'm coding this in Java, using JBox2D as my physics engine. I have been coding the networking this week, and am now up to the physics ...