A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).
0
votes
0answers
30 views
Unity's Multiplayer [on hold]
Hi just a quick little introduction about myself I'm currently a student attending New England Institution of Technology for Video Game Development and Simulation Programming. Once I head back to ...
2
votes
1answer
64 views
how did coordinate-handling in old flightsimulators work?
Im currently working on a combat flight simulator pure for own fun.
Using a floating-origin i thought the float inprecision was history, however this was the case untill i tried adding multiplayer to ...
0
votes
0answers
27 views
Player.IO and similar libraries/APIs for multiplayer game [closed]
I want to make a multiplayer game based on TicTacToe. Player.IO gives me all services I need to create this game of mine. (Stable communication between client and server, good way of sending and ...
2
votes
0answers
62 views
Pitfalls in designing a coop dialog system [closed]
I like the complex, branching structure of games like visual novels and RPGs like Mass Effect. But I also like multiplayer cooperative games. So I thought, "What if there was a multiplayer dialog ...
1
vote
1answer
51 views
How to synchronize the ball in a network pong game?
I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
2
votes
1answer
92 views
Multiplayer FPS Gameplay: How to encourage players to dispense ammo?
In the Battlefield: Hardline beta, players can now obtain health and ammo directly from other players, without having to ask for it via the command rose.
Here's two examples of how asking for health ...
0
votes
2answers
144 views
How can i get almost pixel perfect collision detection in a multiplayer game?
I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm ...
10
votes
7answers
359 views
How can I make permanent death in a MUD seem acceptable and fair to players?
I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth).
Thing is, there's one thing I have ...
0
votes
2answers
47 views
Handling early/late/dropped packets for interpolation in a 3D multiplayer game
I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress.
Each network data packet will contain the 3D position of the target moving object. (this ...
0
votes
1answer
84 views
How to solve problems with movement in simple tile based multiplayer game?
I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows:
The client sends "walk one ...
1
vote
1answer
114 views
Issue with multiplayer interpolation
In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. This interpolation is for a moving object not controlled by the local computer.
The server sends ...
5
votes
1answer
109 views
Replacement for XNA Lobby?
I am looking to implement with the Microsoft Windows Live game lobby. Since Microsoft has deprecated XNA, I am wondering if it is still possible to interact with the game lobby they provided in XNA ...
0
votes
2answers
117 views
Multiplayer game object prediction & server reconciliation
In the game we have 3 objects.
Player 1
Player 2
Ball
The game is simulating in the server.
The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
0
votes
1answer
206 views
Why bother with server-side hit detection?
Valve's hit detection tracks player positions from when the bullet fired and then tells clients only whether the hit happened, but I can't see why that is necessary in the first place. Does ...
9
votes
1answer
169 views
How should I handle sound in a split-screen game?
In a split screen multiplayer game, sound events may be heard by more than one player, and they might sound different to each player.
For example, player one might hear the sound of the car they're ...
0
votes
2answers
96 views
Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?
With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
13
votes
2answers
2k views
What to send to server in real time FPS game?
What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
1
vote
1answer
110 views
How can I unify the collision handling of melee/spell attacks in a networked environment?
I am trying to figure a good way to create the battle system of a game. The game is fast paced and the gameplay needs to be precise (think hack n slash)
What I would like to achieve is a simple and ...
0
votes
1answer
60 views
Are there still favored of using bluetooth devices today in modern games for multiplayer gameplay?
I was wondering. Most multiplayer gameplay always favored by Wi-fi during team-up or to compete each other. I know that when in comes in huge groups (say 100 to 500 players or more online) in online ...
0
votes
0answers
78 views
Cocos2D v3 and Physics simulation on server
I'm trying to develop a real time multiplayer game using Cococs2d v3. The game is basically a side scrolling racing game. I wanted to develop the client using Cococs2d for iPhone, and the server side ...
1
vote
1answer
60 views
Connecting players in an Online TCG
I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...
1
vote
1answer
100 views
Mixing interpolation with extrapolation in multiplayer game
I am creating a multiplayer drag racing game and have difficulties mixing extrapolation and interpolation. To save network bandwidth i am getting information from the opponent only on his button ...
0
votes
1answer
128 views
Developing a general use multiplayer API [closed]
I'm tasked with the development of a general use multiplayer API in JavaScript, with a Node.js back-end. The goal of the API is to provide a service to JavaScript mobile game developers so they can ...
4
votes
3answers
263 views
Can game replays be used as cheat protection?
Say you're writing a complex turn based multiplayer strategy game in the browser (i.e. JavaScript). The game state is big and complicated (think line of sight calculations in a 3d world). There can be ...
0
votes
2answers
120 views
Synchronizing mob states in online multiplayer game
I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
1
vote
1answer
205 views
Unity3D Multiplayer Networking
I am making a multiplayer game using Unity3D, similar to SecondLife (but focusing on a particular gameplay task). Users will be able to register/login directly in the game and their character will be ...
1
vote
0answers
65 views
Message Authentication Codes for Multiplayer? [closed]
Is it common that in multiplayer games, network messages are signatured with a Message Authentication Code? If so, do you think it is performance consuming?
1
vote
1answer
84 views
How should I go about protecting my script files?
I am working on a small multiplayer game with a whole bunch of scripting components.
I know I can't store my files in plaintext otherwise anyone would be able to change the functionality of core ...
0
votes
3answers
160 views
Handling packet impersonating in client-server model online game
I am designing a server-client model game library/engine.
How do I, and should I even bother to handle frequent update packet possible impersonating?
In my current design anyone could copy a packet ...
0
votes
0answers
122 views
Improve interpolation in 2d multiplayer game
I have a problem to solve while prototyping networking for a 2d game. Here's what I have so far and what's giving a headache:
I run a multi-player session where one host is an authoritative server ...
13
votes
2answers
507 views
How can I stop the player from drifting due to local input prediction when they stop?
I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host peer still acts as a server.)
The ...
1
vote
1answer
68 views
How can I communicate changes to a 2D tile-based world state in a P2P context?
Suppose two players in a game want to build a city together on a blank tile-based game world simultaneously in a peer-to-peer connected context.
When a player clicks on a tile it changes the state ...
-1
votes
2answers
146 views
Do I need threads in Hangman game? [closed]
I wish to implement a simple multiplayer Hangman game with the rule slightly bended.
Rule:
All the players have to guess the alphabets in the word at the same time. Whoever player guesses a correct ...
19
votes
3answers
3k views
How to predict movement correctly when a player is invisible?
I have a multiplayer game and I'm doing client-side prediction, but some players can drink a potion and become invisible...
The problem is that when they become invisible I don't share anything that ...
0
votes
1answer
73 views
Handling latency in realtime music/rhythm-based games
Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
7
votes
3answers
386 views
How can I keep two racing players synchronised?
I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform.
The two player ...
1
vote
0answers
56 views
Designing & Implementing a generic actions & communication system [closed]
I'm currently in the process of redesigning the action/communication/sound system of some small game. This part currently handles characters speech and emotes.
The game itself allows for a lot of ...
2
votes
2answers
163 views
How do I maintain an online users list?
In a multiplayer JavaScript game client, is it a good idea to poll the server periodically to refresh online user list, or keep track of joined/left users? Is there a better option?
1
vote
1answer
194 views
How many leaderboards can I have in Android via Google Play?
Question is simple. I have one game with multiple levels(say around 90) distributed amongts different amongst different worlds.
Am I reading this right and it means I can only have 70 individual ...
0
votes
1answer
457 views
Android local multiplayer
I am working on a FPS game for Android and I want to make a support for local multiplayer with no additional devices or server required. One of the player's devices would serve as a server, getting ...
1
vote
1answer
236 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 ...
3
votes
3answers
335 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
154 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
539 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
311 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 ...
1
vote
3answers
217 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
246 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
115 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
189 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 ...
3
votes
1answer
125 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 ...