The client tag has no wiki summary.
0
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1answer
39 views
Huge delay in a client/server
I'm working on my java game with Libgdx and i'm having some trouble with the online part. I can create a server, make multiple client connect on it but there is a huge delay between the player input ...
0
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0answers
40 views
Client side latency when using prediction
I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
1
vote
1answer
87 views
game server/client user input/event handling
I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...
1
vote
1answer
77 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 ...
2
votes
1answer
144 views
Is host advantage real?
I'm sure many of you have heard the term host advantage through out your time playing action video games. However, I was curious if this was a real studied and proven concept in game design, computer ...
1
vote
2answers
148 views
Client-side dice rolls in turn-based game
I'd like to create a turn-based multiplayer game on Android. I'm thinking of using Google Play Game Services and get rid of any other webservice to create and host games.
The problem is the game ...
3
votes
2answers
180 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?
0
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1answer
132 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 ...
0
votes
2answers
253 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 ...
2
votes
2answers
296 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 ...
0
votes
1answer
203 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 ...
3
votes
1answer
163 views
Client AI calculations vs. Server AI calculations
I have been thinking about a game which would have an AI, and the AI would ideally do extensive calculations thinking many turns in advance.
I am curious if there is some way to put most of the ...
1
vote
1answer
146 views
Client Side Prediction for a Look Vector
So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the ...
4
votes
2answers
588 views
A simple example of movement prediction
I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that ...
-3
votes
1answer
331 views
UDK dedicated server project. How to create user information files
Now I know how to launch my dedicated server in udk.
But now I need to know, that how can I put the server to make a information file for every registered user in my server(whitch stores information ...
0
votes
1answer
160 views
client - server position syncronization in flash
I trying implement client - server position syncronization. Every 20 game ticks i sending to flash client correction of player position... and it always wrong on client, flash always cant predict ...
2
votes
1answer
194 views
Gameserver travel time checks
I'm making a little RPG multiplayer game where each player can travel long distances. Traveling from point A to B can take up to 10 minutes and – once initiated – is an automatic process. Now, I am ...
2
votes
2answers
153 views
Are there any good tools or suites out there that help with building AI/Robots for browser based games?
I've found some HTML/Canvas/Javascript browser based games that I don't particularly enjoy playing, but which I think would be fun to write robots for. Are there any tools out there which help remove ...
6
votes
3answers
4k views
Synchronizing clients with a server and with each other
What is the best way for keeping all clients synchronized with a server and with each other?
Currently, we have two approaches in mind:
When a client sends something to the server, the server ...