The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.
22
votes
6answers
2k views
Who does the AI calculations in an MMO?
I am building an MMO and want to add NPCs. The thing is I don't know the basic design. What does the calculations, the clients or the server? I would understand the server calculating events and ...
19
votes
7answers
8k views
What languages are used to develop MMORPGs like EVE Online and WOW?
As I understand it, MMORPGs are games that run on your computer like any other normal 3d video game but, with each action that happens with in the game, changes are made to the universe via HTTP calls ...
18
votes
5answers
7k views
Is C# viable for a real-time game server?
Most of the question is in the title.
Basically, I'm starting to develop a 2D multiplayer action game. The client is (probably) going to be in XNA, and I thought I'd ask here about whether it's a ...
17
votes
4answers
3k views
Should collision detection be done server-side or cooperatively between client/server?
I am working on an online game that will have very heavy collision detection processing. Player models will collide with other players, mobs, structures, terrain, and solid objects that only exist ...
16
votes
5answers
3k views
Game logic on the server! Good or bad?
I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
14
votes
6answers
839 views
What options do I have for game hosting
DISCLAIMER: I know this question starts to leave development island but it is very game development related and still think this is the best place.
I see many free MMOs/online desktop client games ...
13
votes
3answers
1k views
Should I keep login server apart from game server?
I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s).
...
13
votes
3answers
816 views
Game log format for MMO servers
A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...
13
votes
1answer
513 views
Is there a turn-based game service (like GKTurnBasedMatch on iOS) for desktops?
Game Center's GKTurnBasedMatch seems to provide a pretty robust service for handling turn-based games, and OpenFeint appears to have something similar. The problem is, I'd like something like this for ...
11
votes
3answers
903 views
How do I efficiently code both the client and server at the same time?
I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid ...
11
votes
3answers
897 views
Turn-based board game server references? [closed]
Are there any good references/books to recommend about how to build a turn-base game server? It's something like a chess server for pairing chess players and keep game states. In the past, for example ...
10
votes
2answers
638 views
Stress testing a game server without users?
I'm working on a card game and its server. There will be a lobby with many tables and many players. The only issue is, how can I see how it might handle 100's of concurrent users without hundreds of ...
10
votes
1answer
439 views
how to check if a gameserver can handle clients before game release?
we are developing an iOS-based game with multiplayer support. so far everything seems real good but now we want to make sure if server could handle 10000 clients or not. any idea how can I make sure ...
9
votes
5answers
2k views
Distributed C++ game server which use database
My C++ turn-based game server (which uses database) does not stand against current average amount of clients (players), so I want to expand it to multiple (more then one) amount of computers and ...
9
votes
1answer
1k views
Game engine design: Multiplayer and listen servers
My game engine right now consists of a working singleplayer part. I'm now starting to think about how to do the multiplayer part.
I have found out that many games actually don't have a real ...