The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.
0
votes
1answer
19 views
What is the relation between the Zynga platform and facebook games?
I decided to check the Zynga platform because I heard that Zynga can now host games and one is able to play these games using a Zynga account.
After registering for a game, I noticed that it opened ...
-3
votes
3answers
46 views
Technologies and languages for Browser RTS game [on hold]
I am trying to develop a multiplayer rts game.
My question here is: which language is best suited for the server side of that game?
My very first choices wolud be lower level languages, such as C++ or ...
-1
votes
0answers
48 views
What kind of architecture does a competitive multiplayer management game have? [on hold]
The game I'm considering making is one where you would manage your own little area of the world, doing whatever you want to build buildings, and acquire resources. All of that is part of the ...
-1
votes
0answers
68 views
Multiplayer Online Game NPC Behavior Implementation
When implementing NPC behavior in a multiplayer online game it is usually recommended to do the NPC control server-side [1], [2]. In order to implement this I thought about whether or not it would be ...
-3
votes
0answers
118 views
How much would a server room for an MMORPG cost? [closed]
How much would a server room with strong hardware cost? It's for an MMO running on the FrostBite 2 engine.
-1
votes
0answers
62 views
Multiplayer game physics server logic [duplicate]
I have looked into some source codes of multiplayer games and i saw that they don't implement any kind of game loop on the server. Instead they work with events. If the game has physics handled by the ...
2
votes
2answers
138 views
Use client as server in client/server architecture
Let me clarify what i mean by that.
Let's say i want to create a multiplayer game which uses physics (box2d).
If I would let the server handle all the physics I would end up with a very overwhelmed ...
2
votes
1answer
141 views
How to implement server side physics?
I am working on 2-player 2d sidescroller.
How should I implement the physics on the server? Use one world for every game or use a big world in which I add every 2 player that start a game?
I have ...
1
vote
0answers
147 views
How to implement the server-side game loop?
The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
7
votes
2answers
444 views
MMORPG server-side java architecture
I am currently making a MMORPG game, which is turn-based. The client is supposed to run on Android. Now, my friend is doing the graphics, and I have been doing the game classes (player, weaponry, ...
1
vote
3answers
370 views
How to prevent attackers from compromising multiplayer game servers?
Consider a relatively small multiplayer game server, written by an individual or a small company. Some malicious user wants to boost their character stats by a factor of 100.
What paths of attack ...
5
votes
4answers
225 views
Tile-based multiplayer game: server and client load
I'm developing a multiplayer tile-based game (imagine habbo) and having some trouble with the movement. The idea is to click on a tile (target tile) so your avatar moves there and everyone can see you ...
1
vote
4answers
227 views
Is it possible to rent a server for my own game? [duplicate]
I'm an independent game developer and I don't yet have a lot of money to buy myself a very cool high-speed and low-latency internet connection along with a powerful server machine to place somewhere ...
1
vote
1answer
112 views
In general terms, how does a peer-to-peer game model work? [closed]
after some time of playing with Cirrus (a P2P model communication between users) I could made a simple game.
However, the game is turn based, so, it works like this:
Player A sends a message
Player ...
4
votes
1answer
178 views
MMORPG game map in-memory storage techniques
For 2-3 years I've been interested into MMO development.
I'm browsing some emulators source codes and open source projects.
Usually I'm checking how the game server stores data about the 2D map.
...
3
votes
2answers
319 views
Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]
I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
0
votes
1answer
73 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 ...
0
votes
1answer
164 views
Real cash gambling app
I am making a cash game like deal or no deal for use as an android app, using adobe software.
The idea is player wagers 50 pence through Paypal plays the game wins, say, £10 pounds and then cash out.
...
3
votes
3answers
225 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 ...
-1
votes
1answer
182 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 ...
4
votes
3answers
350 views
How do I allow a player to build a dedicated server, but prevent them from cheating?
Instead of maintaining a central server, many games allow players to build their own server, like Minecraft.
But if you give them the server-side program, how could you prevent them from cheating? I ...
-1
votes
1answer
145 views
How well (or badly) does Minecraft SMP scale?
Has anyone tested and collected some data about how well does Minecraft SMP scale, with an increasing number of players (up to large amounts of players)?
I.e. the bottlenecks are:
mostly in the ...
0
votes
1answer
107 views
How to setup Authentication Database and Game Database?
I'm playing around with creating a game in C# using the XNA Framework. I've decided to use technologies that I'm pretty much familiar with and create things from scratch. There are probably frameworks ...
3
votes
1answer
111 views
How to setup a client to work with a remote server or a local included server?
I'm working on a Networked multiplayer game, but while developing and for testing I want to set up a local server that acts like the multiplayer server.
My thought is to approach the server as a ...
4
votes
1answer
98 views
Automatch / queueing players
I'm using Node.js and Redis. I'm trying to come up with a reliable way to automatch players. There is a matching server and then multiple game servers set up.
The following is what I need to have ...
-3
votes
1answer
190 views
how to run game server [closed]
I'm creating a game on UDK and i have some questons about the server. my game is a 3d mmorpg simliar to dayz/warz. I have some questions
Each map will consist of 30-60 players similar to dayz/ ...
3
votes
2answers
128 views
How do I resolve asynchronous client actions against an authoritative server state?
I have a multiplayer card game which I am in the process of developing.
The game is relatively simple; players have a certain number of cards which they can activate, sell, or use in various other ...
7
votes
2answers
345 views
How to split login and game logic when writing servers?
I'm building a poker like game server, I was going to have all logins and game logic to be handled on one server, but from my research on the web, I learn that this would not scale, and it would make ...
1
vote
2answers
326 views
Online MMO collision detection for players & walls
Let's assume the following:
I have a server which stores the player's position (float x, float y, float z)
Client sends the server it's updated position ever 250ms or so.
Server has bounding boxes ...
0
votes
0answers
168 views
Multiplayer turn-based game architecture question [closed]
I'm working on creating a 2D game for fun to learn some of the ins and outs of multiplayer gaming. The game itself will pit two players' armies against each other in a strategic turn based battle.
...
-2
votes
3answers
918 views
Writing a server for a multiplayer game
I've been looking on the internet, but I can't really find any good answers to all my questions..
I started to think about writing a little multiplayer game on my own and after thinking and thinking ...
-1
votes
3answers
412 views
How many database connection should use in a MMO game server?
Game server links to database, how many database connection should use? The data update works like this:
update role object to database every X minutes, commit all updates every Y minutes.
There are ...
0
votes
1answer
217 views
php multiplayer game - server&client model
I'm working on a simple round&web-based multiplayer game. The idea of the game is very simple: The players get an array of audio files which they listen to and write the transcripts for in 5 ...
0
votes
2answers
80 views
Where should I place input/output console for server?
I'm developing a simple 2d online game and now I'm designing my server. The server will be run on linux vps and I need a way to communicate with it (for example to close it, and as it will be run on ...
5
votes
1answer
229 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 ...
0
votes
1answer
141 views
Handling increasing numbers of users (server)
For this post, we'll assume my game is multiplayer chess as it essentially requires the same functions. User logs in to the server and requests a game - the server provides a simple matching service ...
6
votes
2answers
1k views
Server side game loop
Many java games use thread.sleep() to controll fps. Since the server does not display graphics, should the server game loop keep running just calculating delta time? Like this example:
long ...
3
votes
2answers
217 views
Syncing game states in a multiplayer RTS game
I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
1
vote
1answer
220 views
Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support? [closed]
So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to ...
0
votes
1answer
97 views
Server costs and back loading for mobile devices
A company approached me to design an MMO for the mobile platform and I have the perfect idea for them. My question is how much would a server for a FTP game that has both a PVE element and PVP cost? ...
0
votes
0answers
98 views
How to manage own bots at the server?
There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with.
One of this ...
2
votes
1answer
635 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 ...
3
votes
1answer
123 views
Client AI calculations vs. Server AI calculations
I have been thinking about a game which would have an AI, and the AI would ideally do extensive calculations thinking many turns in advance.
I am curious if there is some way to put most of the ...
1
vote
5answers
776 views
multi-thread in mmorpg server
For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At ...
0
votes
1answer
127 views
How can I speed up this design?
I am currently developing a game that includes a server and some clients. Currently, the server does its work based on user input then draws the image the clients should see and sends it. ...
2
votes
1answer
333 views
Better ways of handling the server for a Multiplayer Browser Based Game [closed]
I am looking to create a multiplayer browser based game, similar to tribal wars and such, and i'm trying to think of better ways of handling the server, for example when troops and buildings are ...
1
vote
1answer
99 views
Client Side Prediction for a Look Vector
So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the ...
3
votes
1answer
148 views
Game based on Ajax polling for 12 players
I am planning on writing a small browser game.
The webserver is a shared server, with no root / install possible.
I want to use AJAX for client/server communication. There will be 12 players.
So ...
5
votes
1answer
183 views
Has anyone tried using one of those BAAS providers to create mobile games?
I'm hearing a lot about different companies offering back-end as a service (BAAS) for mobile apps but it seems like none of them are very successful with mobile games. Is there any reason why not ...
2
votes
2answers
957 views
How to build a turn-based multiplayer “real time” server
I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" ...