The socket tag has no wiki summary.
1
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1answer
44 views
Should I use threads to check sockets for multiplayer game?
In a multiplayer game does the code to get/send info from/to sockets reside in the game loop or does it belong in its own thread?
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3answers
269 views
Why is my client laggy despite 60 update packets a second? [closed]
I am developing a small multiplayer game with XNA. It's a usual client-server architecture -- I have a server and many clients communicating with it through UDP (via .NET's Socket class). These ...
3
votes
2answers
351 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 ...
4
votes
2answers
160 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 ...
2
votes
2answers
123 views
Adobe Air turn based multiplayer Game, sockets vs http bandwidth
I am developing an Adobe Air multiplayer game for iPad.
It is turn based and not realtime. It is like checkers game.
I want to use a client server model.
I have found 2 options to connect to server so ...
3
votes
1answer
260 views
Unity editor stalling on second attempt to play
I am attempting to use a Tobii TX300 eye-tracker as an input device for Unity. This device is connected via LAN (TCP connection managed by Tobii SDK). The Tobii SDK has appropriate methods (I am ...
2
votes
1answer
1k views
Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?
I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging.
I'd like ...
0
votes
1answer
237 views
network programming: simultaneous IO over sockets?
In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons,
user 1 is acting ...
0
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1answer
294 views
Multiplayer Game Data Serialization Problems
I want to create a simple game that can be played with one to two player. I plan on using TCP sockets, Farseer Physics, XNA, a BinaryFormater and a Memorystream.
as far as i know i can't do the ...
0
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1answer
1k views
C# multi-player socket server (need clarification/suggestions)
I've been working on an 2D-RPG for a while and I recently decided to make it into an MMO (not really massive, but multi-player). Anyways, I'm attempting to write a game server in C#. Yes, I know I ...
1
vote
5answers
1k views
Is it possible to use 3G internet for a TCP/IP game server?
I'm working on a turned based multiplayer android game with a friend.
I started working on the game server and client using socket programming.
I found a few tutorials on how to implement a basic chat ...
2
votes
1answer
1k views
Simple WP7 pong game with real time multiplayer using sockets
I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial:
...
3
votes
5answers
3k views
UDK client, C++ server (is it possible?)
For example I have C++/C# server side with sockets or http web server and UDK client.
I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...
2
votes
2answers
219 views
Connecting an AI Agent to a Flash Game
Overview
The game is a multiplayer simple real time strategy housed in a Flash application. Players run the Flash client, and are connected to a server written in another language (the language is ...