Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
0
votes
1answer
47 views
Client send rate for network games
As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
4
votes
3answers
161 views
Are there methods faster than Strings for sending a sprite's state over UDP?
I'm programming a 2.5D networked game in Java. The networking works like this right now:
Create new networked sprite object at the client. Send it to the server. Server distributes and saves it. ...
2
votes
1answer
80 views
How to implement lockstep model for RTS game?
In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS ...
0
votes
1answer
74 views
Are there any guidelines/articles/tutorials for creating a network protocol for games? [closed]
I am currently developing a little 2D sandbox game with multiplayer functionality in XNA 4.0 and the latest lidgren-lib for networking.
I found myself quickly at a point where sending a players ...
0
votes
1answer
49 views
LibGDX Cross Platform Networking
Backstory:
I've been developing a game with LibGDX for the past two years, and I've seen it refactored more times than I remember.
I jumped on the iOS iKVM port as soon as it was released.
But I've ...
1
vote
0answers
107 views
DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
I'm (de)serializing some datastructures for a network-multiplayer game, and for each datastructure that's to be (de)serialized, I want to define the order of (de)serialization only once for ...
-3
votes
0answers
43 views
Suggests for a 2d networked game [duplicate]
i'm doing a bomberman game.
I have already did a peer to peer version for 2 players.
Now i want to do an up-to 2 players version using a client server architecture.
What do you suggest me to use?
TCP ...
6
votes
1answer
120 views
Game Networking Update Packets
So, I've been working on a project for a while which is basically just a little 2D game. The fun/hard part is that I've been trying to make it work as a multiplayer game. Right now, the game is just a ...
4
votes
1answer
152 views
How to develop multi-player game without involving server side code?
There have been lot of cloud based frameworks released in past few years. They provide real-time communication among users but does not allow developers to write server side code.
So, how can we use ...
3
votes
3answers
190 views
Best way to network the movement of 2D tanks?
I'm working on a multiplayer Flash game with a Python server and I have a quick question regarding how I should send positional updates for tanks for other players.
Should I choose
Option A:
When ...
-2
votes
0answers
42 views
Datakgram.receive stops my program [closed]
I have this while loop, that will deal with network UDP sending and receiving using DatagramSockets, let me first explain what happens, at the start of the program, it will wait for a client to ...
-1
votes
1answer
136 views
Asynchronous Game server [closed]
I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution.
For me this kind of ...
0
votes
0answers
52 views
Syncing entities in a totally shared multiplayer environment
Typically, networked games designate a server (or host player) as being authoritative over all state shared between the players. Clients still simulate their own state, but also continuously ...
1
vote
2answers
129 views
Event-driven vs state synchronizing networking model
I was going through the Tribes network model and the network model used in Quake3. What I understand is that Tribes is more of an event based model where as the Quake model uses game states and delta ...
0
votes
1answer
41 views
Would a custom mod built for RakNet be automatically usable with Unity?
Context: I'm interesting in developing a security module for servers that handle mobile games, and I'd like it to be usable by the most people possible. So I'm trying to decide what server software I ...