Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
55
votes
6answers
9k views
How to write a network game? [closed]
Based on Why is so hard to develop a MMO?:
Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
21
votes
5answers
5k views
Lag compensation with networked 2D games
I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should ...
25
votes
8answers
12k views
How can I make a peer-to-peer multiplayer game?
How can I make a p2p multiplayer game?
I would like to have a server-less multiplayer game. But then, how all the clients know each other?
Why the p2p-protocol is so famous in file transfer but not ...
13
votes
3answers
3k views
Client side prediction + sync
So I've read Valve + Gafferon and literally hundreds of pages from Google but for whatever reason I can't get my head around client prediction.
The basic problem to my understanding is:
Client A ...
36
votes
8answers
7k views
Is the TCP protocol good enough for real-time multiplayer games?
Back in the day, TCP connections over dialup/ISDN/slow broadband resulted in choppy, laggy games because a single dropped packet resulted in a resync. That meant a lot of game developers had to ...
9
votes
5answers
2k views
Network layer libraries [closed]
I'm looking for any network layers that are available to add to my game, either free or with fair pricing for indie games.
By network layers I mean some sort of library which I can interface with, ...
-3
votes
1answer
4k views
How do I start writing an MMO game server?
I am developing a multi-player on-line game.
I just started coding the server but I have no idea how to do it. Do I have to use threads ?
And if i do, do I need one thread for every client?
Knowing ...
8
votes
4answers
457 views
Run a physics simulation on both client and server?
I'm implementing a multiplayer asteroids clone to learn about client/server network architecture in games. I have spent time reading GafferOnGames and Valve's publications on their client/server ...
5
votes
2answers
2k views
What do you use to support multiplayer turn-based network game for iOS and Android games?
If I'm doing a turn-based card game, what kind of technique do you use to support multiplayer gameplay over Internet?
Is it socket? If it's socket, which SDK (CoronaSDK etc.) can provide solid ...
2
votes
1answer
746 views
Lightwight cross browser library for server side push?
I am looking for a lightweight javascript library that allows the server to push update information to the client reliably and regularly. We use a fixed turn time of 300ms and often there are only ...
9
votes
3answers
5k views
Best solution for multiplayer realtime Android game
I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best:
Make server on PC, and client on mobile, all communition ...
2
votes
2answers
140 views
Broadcasting terrain data
How can i send from server to client a large amount of tile data? Having chunks of almost 2MB of data seems prohibitive to send this information just like that. Minecraft compress each chunk and ...
31
votes
8answers
3k views
How are deterministic games possible in the face of floating-point non-determinism?
To make a game like an RTS networked, I've seen a number of answers here suggest to make the game completely deterministic; then you only have to transfer the users' actions to each other, and lag ...
8
votes
6answers
2k views
Which server platform to choose
I'm going to write a server for an online multiplayer with these requirements:
Pretty simple turn based game (think a card game) that is played entirely on the server (security reasons)
Must be able ...
17
votes
4answers
3k views
Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?
I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...