The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.
1
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0answers
112 views
How to prevent that a MMORPG dies when the provider ceases to provide hosting? [on hold]
Most MMORPG providers have to discontinue their service some day. From then on, people can’t play the game anymore.
Some communities might set up (reverse-engineered) server emulators (freeshards), ...
0
votes
1answer
39 views
read in an xml server from Unity3D 4.xx
I need examples of how to read an xml from a server, using Unity3D..
I think it's something like this.. but I can not retrieve the information from the nodes..
An example would be of great help..
...
0
votes
1answer
86 views
add a server to facebook game, realistic cost for indie dev? [closed]
is it feasable in term of cost for an indie developer to add a server for a farming game, to save progress (new buildings) and the friends of each user? I have read figures about Farmville, that were ...
0
votes
2answers
209 views
GameServer UDP or TCP Java [closed]
This is a Java related question.
I've got this question and I searched on the internet but didn't really get any clear answer.
I want to develop a little multyplayer game which needs real time ...
0
votes
1answer
134 views
Websocket server thread per connection
I'm creating an html5 multiplayer game and am looking at how to create a websocket server.
I've been looking at various libraries and one thing I noticed is that each one will create a new thread for ...
1
vote
1answer
145 views
Hobbyist game dev, want to create async multiplayer game. Are server costs manageable? [closed]
I want to make the game I want to play, and that game happens to be an asynchronous multiplayer game. Think Hero Academy or Hearthstone, where there are 2 players and each submits moves to a central ...
1
vote
1answer
70 views
When to read/write to database with a game server
My question is fairly simple but maybe hard to answer. I'm currently building my own game server and I've done to login server now. So, on to the actual game server. I have a question for this server ...
0
votes
1answer
80 views
character movement data passing on server
I am trying to build my first online game using unity with photon, the data transfer between server and clients is implemented but I am facing a great problem; How/What should be transferred to ...
6
votes
2answers
306 views
Scalability of multi-threading in game server
What is a reasonable number of threads for a simple 2D mmo in Java? Is it reasonable to have two threads per connection, one for the input stream and one for the output stream?
The reason I ask is ...
1
vote
2answers
176 views
Should I use an arraylist to store client connections [closed]
I am running a server, and I have an arraylist of clients.
When a client connects, I create a new object in the arraylist(all running on their own threads)
When a client disconnects, the server ...
0
votes
1answer
110 views
Should I share classes on the server with the client?
I am fortunate being able to use the same programming language on both the server and client (javascript). I would therefore like to share my code and classes between server and client, like Half-Life ...
4
votes
2answers
295 views
MMO, server-side line of sight
I am working on a simple tile-based multiplayer game. I am rather experienced programmer, but not so experienced game developer.
The players will see each other depending if there is a blocking ...
0
votes
2answers
189 views
Udp VS Tcp connection for a platformer multiplayer
Tcp is connection based so it's really good for chat or login or anything that needs reliability. Udp should be used for lots of small packets like position packets... The problem is that in a game ...
-1
votes
1answer
282 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
183 views
What type of server should I use?
I am planning on making a game in c#. It will be a turn based, space exploration game. I want the turns of the different players to be able to happen at the same time though. I have been researching ...
1
vote
0answers
128 views
Game Loop on Server [closed]
I'm writing a simple mobile game with the following requirements:
Server needs to update all active games at frequent and regular interval (i.e. I need a game loop running on a server but the update ...
0
votes
1answer
171 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 ...
0
votes
1answer
234 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 ...
1
vote
1answer
74 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
1answer
117 views
What is the relation between the Zynga platform and facebook games?
I decided to check the Zynga platform because I heard that Zynga can now host games and one is able to play these games using a Zynga account.
After registering for a game, I noticed that it opened ...
-2
votes
3answers
204 views
Technologies and languages for Browser RTS game [closed]
I am trying to develop a multiplayer rts game.
My question here is: which language is best suited for the server side of that game?
My very first choices wolud be lower level languages, such as C++ or ...
2
votes
2answers
254 views
Use client as server in client/server architecture
Let me clarify what i mean by that.
Let's say i want to create a multiplayer game which uses physics (box2d).
If I would let the server handle all the physics I would end up with a very overwhelmed ...
2
votes
1answer
266 views
How to implement server side physics?
I am working on 2-player 2d sidescroller.
How should I implement the physics on the server? Use one world for every game or use a big world in which I add every 2 player that start a game?
I have ...
1
vote
0answers
416 views
How to implement the server-side game loop?
The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
6
votes
2answers
2k views
MMORPG server-side java architecture
I am currently making a MMORPG game, which is turn-based. The client is supposed to run on Android. Now, my friend is doing the graphics, and I have been doing the game classes (player, weaponry, ...
1
vote
3answers
424 views
How to prevent attackers from compromising multiplayer game servers?
Consider a relatively small multiplayer game server, written by an individual or a small company. Some malicious user wants to boost their character stats by a factor of 100.
What paths of attack ...
5
votes
4answers
384 views
Tile-based multiplayer game: server and client load
I'm developing a multiplayer tile-based game (imagine habbo) and having some trouble with the movement. The idea is to click on a tile (target tile) so your avatar moves there and everyone can see you ...
1
vote
4answers
448 views
Is it possible to rent a server for my own game? [duplicate]
I'm an independent game developer and I don't yet have a lot of money to buy myself a very cool high-speed and low-latency internet connection along with a powerful server machine to place somewhere ...
6
votes
1answer
355 views
MMORPG game map in-memory storage techniques
For 2-3 years I've been interested into MMO development.
I'm browsing some emulators source codes and open source projects.
Usually I'm checking how the game server stores data about the 2D map.
...
3
votes
2answers
564 views
Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]
I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
0
votes
1answer
144 views
Client send rate for network games
As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
0
votes
1answer
194 views
Real cash gambling app
I am making a cash game like deal or no deal for use as an android app, using adobe software.
The idea is player wagers 50 pence through Paypal plays the game wins, say, £10 pounds and then cash out.
...
3
votes
3answers
300 views
Best way to network the movement of 2D tanks?
I'm working on a multiplayer Flash game with a Python server and I have a quick question regarding how I should send positional updates for tanks for other players.
Should I choose
Option A:
When ...
-1
votes
1answer
314 views
Asynchronous Game server [closed]
I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution.
For me this kind of ...
4
votes
3answers
409 views
How do I allow a player to build a dedicated server, but prevent them from cheating?
Instead of maintaining a central server, many games allow players to build their own server, like Minecraft.
But if you give them the server-side program, how could you prevent them from cheating? I ...
-1
votes
1answer
179 views
How well (or badly) does Minecraft SMP scale?
Has anyone tested and collected some data about how well does Minecraft SMP scale, with an increasing number of players (up to large amounts of players)?
I.e. the bottlenecks are:
mostly in the ...
0
votes
1answer
163 views
How to setup Authentication Database and Game Database?
I'm playing around with creating a game in C# using the XNA Framework. I've decided to use technologies that I'm pretty much familiar with and create things from scratch. There are probably frameworks ...
3
votes
1answer
139 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 ...
5
votes
1answer
183 views
Automatch / queueing players
I'm using Node.js and Redis. I'm trying to come up with a reliable way to automatch players. There is a matching server and then multiple game servers set up.
The following is what I need to have ...
-3
votes
1answer
225 views
how to run game server [closed]
I'm creating a game on UDK and i have some questons about the server. my game is a 3d mmorpg simliar to dayz/warz. I have some questions
Each map will consist of 30-60 players similar to dayz/ ...
3
votes
2answers
172 views
How do I resolve asynchronous client actions against an authoritative server state?
I have a multiplayer card game which I am in the process of developing.
The game is relatively simple; players have a certain number of cards which they can activate, sell, or use in various other ...
7
votes
2answers
535 views
How to split login and game logic when writing servers?
I'm building a poker like game server, I was going to have all logins and game logic to be handled on one server, but from my research on the web, I learn that this would not scale, and it would make ...
0
votes
2answers
542 views
Online MMO collision detection for players & walls
Let's assume the following:
I have a server which stores the player's position (float x, float y, float z)
Client sends the server it's updated position ever 250ms or so.
Server has bounding boxes ...
-2
votes
3answers
4k views
Writing a server for a multiplayer game
I've been looking on the internet, but I can't really find any good answers to all my questions..
I started to think about writing a little multiplayer game on my own and after thinking and thinking ...
-1
votes
2answers
656 views
How many database connection should use in a MMO game server?
Game server links to database, how many database connection should use? The data update works like this:
update role object to database every X minutes, commit all updates every Y minutes.
There are ...
0
votes
1answer
384 views
php multiplayer game - server&client model
I'm working on a simple round&web-based multiplayer game. The idea of the game is very simple: The players get an array of audio files which they listen to and write the transcripts for in 5 ...
0
votes
2answers
103 views
Where should I place input/output console for server?
I'm developing a simple 2d online game and now I'm designing my server. The server will be run on linux vps and I need a way to communicate with it (for example to close it, and as it will be run on ...
5
votes
1answer
280 views
How can I debug live multiplayer servers effectively?
I have a multiplayer server made by a small team of developers and we have bugs that crop up on our live server occasionally that we simply can't reproduce while playing with our small team on a live ...
1
vote
1answer
177 views
Handling increasing numbers of users (server)
For this post, we'll assume my game is multiplayer chess as it essentially requires the same functions. User logs in to the server and requests a game - the server provides a simple matching service ...
6
votes
2answers
3k views
Server side game loop
Many java games use thread.sleep() to controll fps. Since the server does not display graphics, should the server game loop keep running just calculating delta time? Like this example:
long ...