A bi-directional WebSocket protocol makes possible more interaction between a browser and a web site, facilitating creation of real-time games.

learn more… | top users | synonyms

23
votes
10answers
6k views

Browser-based MMOs (WebGL, WebSocket) [closed]

Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games ...
11
votes
2answers
10k views

Multiplayer HTML5, Node.js, Socket.IO

I trying create simple Multi-player with HTML5 Canvas, JavaScript(too using John Resig simple Inheritance library) and Node.js with Socket.IO. My client code: var canvas = ...
9
votes
2answers
2k views

Online multiplayer game basics

I'm currently working on a c# online multiplayer game in real-time. The aim is to have client/server based connection using the UDP protocol. So far I've used UDP for players' movements and TCP for ...
8
votes
3answers
562 views

How often to update a Game Client about the World?

Using socket.io, I have a communication similar to that of other MMORPGs, a steady connection with messages. In my design so far, the client sends the player's position and animation frame with every ...
3
votes
5answers
510 views

How to keep track of players nearby other players in an MMO

I'm confused how to handle the players in my MMO server (using Socket.IO but I think this should apply to any MMO). Suppose there are 2 players in my server that are far away from eachother. I will ...
3
votes
4answers
776 views

Turn based game - HTTP or WebSocket?

My game will be a turn based game which will need a server gateway in order to send requests. What would be better for the server: using REST HTTP GET for making the requests? Or using WebSocket which ...
3
votes
3answers
705 views

Required Security Precautions for Flash / AS3 Multiplayer Game

I have created a couple of games in Flash/AS3 and am playing with programming a flash-based multiplayer (possibly mmo?) game where the application will communicate with a server over a socket ...
3
votes
1answer
176 views

What is the best method to serve a real time game on websockets?

The game consists of a world with just one force, gravity. All the players can do is jump and set their velocities with arrow keys. Physical AABBs and sphere's are used for collision. What is the ...
3
votes
1answer
2k views

Latency benchmarks for WebSocket games?

I'm trying to find some actual latency benchmarks for using WebSockets in HTML5 games. If I were to go down this route, I'd probably end up using (as you might expect) Node.js and Socket.IO. However, ...
3
votes
2answers
294 views

Collision detection in pong style multiplayer network game

I've recently implemented an authoritative server (node.js with socket.io) for a multiplayer pong game. I've looked at client side prediction and fixing timesteps and starting to grasp the notion of ...
2
votes
2answers
1k views

In Socket.IO, should I use JSON for communication between server and client?

I'm building an MMO with Socket.IO and Node.js. It works quite fast (though I don't have 1000 players yet) but my feeling is that it's not very optimized. JSON is super cool and easy to use within ...
2
votes
1answer
120 views

Handle game flow in turn-based game on server or client side?

Im building a turn-based game using websockets and nodejs. At the end of each turn I want to show some scores before starting the next turn. Should that be controlled by the server using a timer? Or ...
2
votes
4answers
1k views

Serverside libs/examples for html5 WebSocket in .net?

Hey guys, I wanted to know what libraries or examples exist for WebSockets in .NET
2
votes
1answer
245 views

Particle systems on multiplayer games

I'm working on a 2D javascript/Three.js multiplayer game, using web sockets and an authoritative server currently written in Python. The combat mechanic will be similar to Geometry Wars however i'm ...
2
votes
2answers
1k 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" ...

15 30 50 per page