Tagged Questions
3
votes
1answer
81 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 ...
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
2answers
143 views
How about HTML 5 Write Online Mulitplayer Games [closed]
Some one said that HTML 5 is supported in modern browsers is it true ???
2
votes
1answer
233 views
How should bots be recognised in a game?
I'm interested in how bots are usually written.
Here's my situation:
I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
1
vote
1answer
539 views
Networking SFML Berkley Sockets
So I'm starting work on a multi-player space shooter. And I've run into some issues. As I type this, my system is currently:
//Main While Loop
Gather Input
Update Own Sprites Based on Input
Send ...
8
votes
2answers
437 views
What are the restrictions of 3g online games
I am looking into make a 3g online multiplayer game for the iphone. Multiplayer is my main focus but I have noticed all game apps require wi-fi. Dose anyone know if this is simply an issue with the ...
4
votes
1answer
173 views
Are there any clever methods of regulating bandwidth usage for voice chat payload packets?
For example, suppose my code can determine that upstream bandwidth is unusually limited. And suppose I'm using a fully-connected mesh topology combined with a UDP-like protocol for voice chat. Is ...