Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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4
votes
1answer
53 views

Multiplayer platformer - Are server corrections normally required with a single client on the server?

I am currently working on a rather simple multiplayer platformer. I read quite a bit of articles on the techniques used to hide latency, but I still fail to get my head around certain of the concepts. ...
1
vote
1answer
59 views

Should response be tied to request in a multiplayer game?

I wonder if server responses on client operation requests should be tied by some operation id? Tied would be when: 1.Client app sends request to server to e.g. buy item X, and sets operation id as ...
1
vote
0answers
42 views

How to implement delta compression of an object in C#? [migrated]

I'm working on a server-based multiplayer game written in C#. The server and the client shares code and each object has the same int ID. I want to make the networking to be light as possible, by ...
2
votes
1answer
141 views

Java network game - synchronize state

I'm creating a networked frame-based game (like Tetris battle), using the Java Sockets API, and right now my main concern is how to 'synchronize' the game state between two players. I've already ...
0
votes
1answer
91 views

SFML networking rts

You will be controlling only one person directly in the game. But, you can issue vague command like to build something here or attack at this square. So I'm trying to make a multi-player roguelike ...
6
votes
2answers
238 views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
1
vote
1answer
65 views

What are some effective methods of documenting packet protocols?

I'm working with a few developers on a hobby project and we have a lot of different APIs. What are some popular methods of creating documentation on the potential requests, and what can be expected to ...
3
votes
2answers
235 views

UDP vs TCP in multiplayer mobile game

I'm working on a networked multiplayer game, initially for iOS. Even with TCP_NODELAY there are large fluctuations in latency. I can't be sure of the reason, but I would not be surprised if it was ...
2
votes
3answers
112 views

How can we validate subjective inputs from a client?

Let's propose for a minute where we have a game using something like the Virtuix Omni. You track feet movement. You track the speed at which they run. Now, let's suppose we want to translate this into ...
0
votes
2answers
86 views

How can I escape my field delimiter in my game's packet data?

For my game I decided to not encrypt my packet's payload. Instead I'm just going to check everything on the server to make sure the packet is legitimate. As I'm not doing any encryption, my packet's ...
-2
votes
0answers
34 views

Rule of Thumb Limit for Connected Peers

I'm trying make a multiplayer game. I'm wondering what some rules of thumb are regarding when ISP's will start complaining. For example, it doesn't cost that much to accidentally enter an infinite ...
5
votes
1answer
183 views

P2P card game: Shuffling without knowing the final order?

So, I am conceptualizing a P2P trading card game. The issue is the network: knowing the identity of a card is giving a major advantage, so both clients need enough information about a card that they ...
0
votes
2answers
61 views

What is a good balance between client and server actions?

I'm working on a voxel-based game right now which will have a lot of events, like clicking a block or object. Say I want to open an interface when I click a certain block. Should I handle this on the ...
10
votes
3answers
534 views

I know that my super simple multiplayer setup is probably not a good idea, but why?

I'm making a simple little MOBA just for fun. I was making everything single-player then I realized "oh crap I should probably add multiplayer, huh." I've never done anything with networking before, ...
3
votes
2answers
117 views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...

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