A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).
3
votes
3answers
117 views
Limitations of p2p multiplayer games vs client-server
I am reading up on multiplayer game architecture.
So far most of the articles i've found deal with the client-server model.
I'd like to know what are the limitations for using a p2p architecture? ...
1
vote
1answer
95 views
Algorithm for smoothing a network object's movement
We are building multiplayer game where there's no central server managing the game.
Each player is responsible for sending out its state to all connected players.
In addition, all clients run ...
0
votes
1answer
101 views
Creating and joining a multiplayer game over a LAN
I'm trying to create and join a multiplayer game that has been created from a custom UDK installation.
It works correctly when two (or more) instances of the game are created on the same computer and ...
1
vote
5answers
131 views
How to correctly aggregate networked data into UDP packets while avoiding fragmentation
I am starting to get my feet wet with game networking, having iterated many times now on some simple 2D games. For learning purposes, I've read the fantastic Gaffer on Games networking article a ...
0
votes
3answers
158 views
Send info about gun shots via UDP
I am writing a small multiplayer game in C++. But I am confused about how to send info about gun shots to achieve best performance. I am thinking of different ways to do that:
Let's say we have a gun ...
0
votes
3answers
129 views
Multiplayer object interpolation
Currently I'm participating in a multiplayer game project as a network developer. Unfortunately, however, I'm facing an interpolation problem which makes game objects look like they are ...
-1
votes
1answer
76 views
Show message to one player issue in multi-player game
I Needed to show message to only one person of the multi player game,i am using smartfoxserver to developed a board based game and in this game how to differentiate 2 players in unity c#,and also how ...
1
vote
1answer
91 views
Syncing world in a multiplayer
I have been working on a client-server architecture for my multiplayer game.
The server is used for communication between Clients. There is no cheat control because I trusting all clients :) I don't ...
2
votes
1answer
80 views
Input prediction and server re-simultaion
I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on.
When player enters input, it is sent to the ...
8
votes
4answers
285 views
Clientside anticheating in multiplayer game 1vs1
I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no ...
9
votes
2answers
268 views
UDP non blocking or a seperate thread for receiving
I am creating a multiplayer game (for under 64 player). I already decided to have a seperate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
0
votes
1answer
164 views
Feasability of mobile 2D multiplayer RPG game with interactive bitmap background
I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players ...
8
votes
4answers
166 views
Sending state diffs (deltas) and unreliable connections
We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop.
The state updates are broadcasted using unreliable UDP.
...
5
votes
1answer
103 views
Running multiple box2D world objects on a server
I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out ...
1
vote
0answers
134 views
Working for Bluetooth MultiPlayer game in Unity for windows Phone 8
I created a small racing game and i try to implement bluetooth multiplayer in to the game, By using multiplayer plugins for Android I completed for Android Platform.
I don't even find any plugins ...
1
vote
0answers
72 views
How to perform game object smoothing in multiplayer games
We're developing an infrastructure to support multiplayer games for our game engine.
In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
0
votes
1answer
132 views
Using native code with Libgdx, (Raknet)
I was searching for a game engine (Java- maybe C#) with built-in real time networking library to develop 2D cross platform (Android - iOS) multiplayer game. Actually I have not found well suited ...
0
votes
1answer
102 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?
1
vote
0answers
88 views
Handling angles in multiplayer games
I am developing a small 2d multiplayer game. My most recent concern is, that trigonometric functions can take up a lot of time in any processor, and I was wondering if I could reduce this.
So in my ...
2
votes
0answers
32 views
Which game logic should run when doing prediction for PNP state updates
We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players.
Each message that arrives to other (remote) ...
0
votes
1answer
257 views
Simulate camera movement in two dimensions (OpenGL)
I've been told by the folks over at Stack Overflow that there's no way to move the camera in OpenGL. I'm developing a 2D RPG with LWJGL and need to know the proper way to simulate camera movement as ...
-1
votes
1answer
173 views
Matchmaking system in Unity
I was wondering, how would one go about making a matchmaking system in Unity? I've tried some ideas with the Master Server, but it wasn't doing its job right, since thats a lobby based solution. I ...
0
votes
2answers
113 views
Help choosing a collision prediction method?
This takes a little backstory, bear with me.
This is also a very general question, and I'm aware that without greater specifics the best answer might be "it depends."
So the context is that we're ...
-1
votes
2answers
115 views
Server List for a game
I'm making a c++ multiplayer game, and I'm trying to implement a server list, where everyone can host his own server. But I don't know how to start, I've google'd for a while and I didn't find ...
1
vote
1answer
53 views
Increase Precision on multiplayer location drawin
I'm building a multiplayer snake-like game with Javascript. I'm having problems with the precision of the opposite players location not reacting fast enough. Which in turns makes the worm "crash", but ...
7
votes
1answer
227 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
94 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 ...
0
votes
3answers
293 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 ...
6
votes
4answers
310 views
Passing data between engine layers
I am building a software system (game engine with networking support ) that is made up of (roughly) these layers:
Game Layer
Messaging Layer
Networking Layer
Game related data is passed to the ...
0
votes
1answer
125 views
Basic Connections Through Socket Server
I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
7
votes
2answers
341 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 ...
0
votes
1answer
171 views
Client side prediction on FPS game
I've recently attempted to develop a simple client prediction for an FPS based on Gaffer on Games famous blog (http://gafferongames.com/game-physics/networked-physics/).
Now I've gotten to the point ...
2
votes
3answers
204 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 ...
2
votes
1answer
296 views
Are frequent game updates a solution for preventing multiplayer cheating?
I'm creating a game on Android where the enforcement of rules can only take place on client side (I can't shift it to server side...think aimbotting but in my case I wouldn't even be able to use ...
3
votes
1answer
139 views
How are multiplayer mods created?
How do you make a single player game into a multiplayer one? For example: SA-MP San Andreas Multiplayer and the new Just Cause 2 Multiplayer. Before making the mod, did they need permission? How did ...
0
votes
2answers
105 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 ...
1
vote
1answer
72 views
Sending entities to connecting player
When a player connects to a game, he needs to be sent all the entities currently on the map. This is done by creating entities one by one. Three ways of implementing this come into my mind. Which one ...
0
votes
2answers
50 views
Problem with modifying dice in another players turn
I have the following problem: I want to create a multiplayer game where each player has a turn where he has to roll a lot of dice again and again. But the other players are capable of modifying each ...
8
votes
3answers
267 views
How important is online multiplayer?
I am making a small game that has four players. It can be played with 1 or 2 players locally, with the remaining players controlled by AI.
I am considering online play, but it is an area I know very ...
10
votes
3answers
583 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
1answer
144 views
Handling actions in component based multiplayer game
Please stay with me as I explain my question.
I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here.
The idea is that each actor whether be it a ...
4
votes
2answers
204 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 ...
0
votes
1answer
294 views
Multiplayer Network Game - Interpolation and Frame Rate
Consider the following scenario:
Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
1
vote
1answer
497 views
Multiplayer in a game. How to design it object wise?
I was suggested on StackOverflow to ask this question here.
I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I ...
0
votes
1answer
96 views
How to manage a multiplayer asynchronous environment in a game
I'm working on a game where players can setup villages, which can contain defending units. Any of these units (each on their own tiles) can be set to "campaign" which means they are no longer ...
3
votes
4answers
269 views
How do I write a simple 2-player server?
I've recently started learning JavaScript and HTML and developed simple 2-player game such as tick-tack-toe, battleship, and dots & boxes. However, these 2P games can only be played on one ...
3
votes
4answers
253 views
Networking gampeplay - Sending controller inputs vs. sending game actions
I'm reading about techniques for implementing game networking.
Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
2
votes
2answers
160 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 ...
5
votes
4answers
762 views
How significant is the addition of multiplayer to a singleplayer game compared to starting with multiplayer in mind?
Especially for game designers or software engineers, I was wondering how significant of an increase in difficulty/frustration/workload it would be for multiplayer to be an afterthought of a ...
1
vote
1answer
87 views
How can I implement something like Destiny's public events?
Bungie has shown a gameplay trailer for their new game, Destiny. The part that really stood out for me was the 'public events' that can happen randomly while playing. Now I've thought about it for a ...