Tagged Questions
0
votes
0answers
68 views
Most effective way to build a lobby application for a game?
I'm trying to steer clear from "which technology should I use" and more of "what aspects of tool s should I look for to make this easy". What is the rest of the industry doing? Web stacks? I'm trying ...
1
vote
0answers
120 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 ...
-1
votes
1answer
109 views
Two characters controlled by one set of controls? [closed]
I am using Unity 3D to make a multiplayer game using the Photon Network package in the asset store.
I have initiated two characters controlled by a Mecanim script, and they both have animations. ...
6
votes
1answer
210 views
Timestep in multiplayer game
I'm trying to wrap my brain around the concept of creating a server/client multiplayer experience.
My problem is mainly related to timestep. Consider the following scenario:
A client connects to ...
5
votes
1answer
212 views
How can I debug live multiplayer servers effectively?
I have a multiplayer server made by a small team of developers and we have bugs that crop up on our live server occasionally that we simply can't reproduce while playing with our small team on a live ...
2
votes
1answer
601 views
Scripting for a C#, multiplayer game
I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I ...
0
votes
0answers
129 views
Worker roles in Windows Azure to host a multiplayer server
I've been doing research on where to host a simple multi-player backend for a simple game I'm developing. So as a first choice I downloaded the Windows Azure SDK, which provides a nice and simple ...
1
vote
0answers
83 views
How do I add multi-player to a Windows mobile game?
I have an XNA game on WP7.5 and I like to add a multi-player mode, but I really don't know what to do. At first, I tried it with WCF, but that was really slow for the game. Are there any other ...
-1
votes
1answer
133 views
Sending A Class Packet [closed]
How would I be able to send a class through the internet like this.
class Player
{
public int Health;
public Player Copy()
{
return this;
}
}
And do this.
SendPacket(new ...
3
votes
2answers
170 views
Implementing a multilanguage AI contest platform
This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge
but instead ...
2
votes
3answers
276 views
How can multiple clients be out of sync if they use the same RNG seed?
I have been working on a client-server architecture to enable LAN play for my open source game, Aigilas. In its current state, players stay synced in all running instances of the game but enemies and ...
2
votes
1answer
242 views
Client Server UDP Jumping
I don't really think this is an issue with the fact that UDP can drop packets (I'm using Lidgren and using ReliableInOrder), but basically, in my game, the client send the input keys (if forward is ...
0
votes
1answer
1k views
C# multi-player socket server (need clarification/suggestions)
I've been working on an 2D-RPG for a while and I recently decided to make it into an MMO (not really massive, but multi-player). Anyways, I'm attempting to write a game server in C#. Yes, I know I ...
2
votes
0answers
138 views
Getting error messages from my server
I'm working on client-server-client game. Client is sending their status (position) 30 times a second. I'm using Lidgren.Network namespace for networking (server, client).
I've got two questions:
1. ...
2
votes
1answer
1k views
Simple WP7 pong game with real time multiplayer using sockets
I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial:
...