Tagged Questions
1
vote
0answers
147 views
Browser UDP Relay with TCP Websocket
I'm wondering if this is possible and what obstacles I might face.
I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
1
vote
1answer
135 views
When and where should I calculate collision response with multiplayer physics?
I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
7
votes
4answers
780 views
Multiplayer online game engine/pipeline
I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
-1
votes
1answer
149 views
Game show game engine [closed]
So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require ...
-2
votes
1answer
557 views
Extremely simple online multiplayer game [closed]
I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, ...
2
votes
2answers
141 views
Making online battles take time
Let's say I have an account on an MMORTS and I send my 10,000 strong army to a location on the map. I then shut off my computer.
Another player gives orders to his 10,000 strong army to walk to the ...
6
votes
5answers
1k views
Persistent game where you program your own bot(s) [closed]
I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script).
A sort of RTS but for bots.
Does that even ...
5
votes
1answer
180 views
Handling different version clients in a multiplayer game
What are various ways of handling different version clients in multiplayer games? For example, when there's an update, some games allow you to play with people who have a different version of the ...
10
votes
4answers
1k views
How should I track players' real-time positions in an MMO?
How do you keep track of the positions of the players in a MMORPG? I read that you can use either a database or you can store the coordinates in files. I tried using a database but it was slow. How ...
3
votes
1answer
172 views
Rate-limiting players actions in a multiplayer game
I'm thinking about building a multiplayer game with combat between players and monsters. Actors need to have a maximum actions per minute, otherwise users could cheat by holding down the attack key. ...
4
votes
2answers
839 views
Using a web service for multiplayer games?
I've been looking into web services for making multiplayer games and was just wondering how feasible would it be?
What I would like to do is make a simple MMORPG that uses a turn based fighting ...
0
votes
2answers
4k views
How do I create a big multiplayer world in UDK?
I want to create a big multiplayer world in UDK and I'm having a few difficulties.
I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen ...
9
votes
3answers
639 views
How do you design a record/replay system for a frequently changing game?
I'm working in a free MMORPG and I have a problem.
I'm (with other people) developing a video recording system for the game. The idea is basically: we record all the packages sent & received with ...