The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).

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Try to connect to Game Maker server

I'm trying to make a simple multiplayer experience with Game Maker, using a local network, and the basic idea is to use Game Maker's built-in networking functions. Using a simple client-server ...
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16 views

Clientside interpolation - update rate fixed to client framerate

I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
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45 views

JavaScript - Updating a canvas real-time… from server-side or client-side

I have this 2D tilemap game 13x13 viewport (169 tiles drawn on canvas at a time) of a 150x150 map. Each tile is 32x32px. Obviously I only update the 13x13 viewport... I want to update a canvas in ...
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26 views

Server Reconciliation When Using Physics?

Basically I need some pointers on how this was previously achieved by others. I have a Three.js + Cannon.js base game with an authoritative server running Cannon.js Using Node.js. Let's keep in mind ...
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72 views

Unity Client + Nodejs Server

I'm working on a multiplayer game, for which I created a custom server using socketio + node js. now i'm in the stage of sending and recieving position of connected players. i want in the gameplay of ...
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3answers
146 views

Multiplayer game servers architecture

I'm trying to create MMORPG with huge world divided by chunks. I was thinking a lot about servers architecture. I don't want my main game server to have direct access from clients and I do want to ...
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0answers
55 views

Authoritative server netcode with small server load

I read the articles by Gabriel Gambetta about fast paced multiplayer recently, but I still have some open questions. My multiplayer game has the following requirements: Keep server load low, if ...
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1answer
56 views

Sending position to .net server unity

i'm working on multiplayer game , witch i created a custom c# server using TCPListner. i need help on the side of if a player connect to the server he will send he's current position every time he'll ...
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1answer
64 views

real-time multiplayer server, interpolation and prediction validation

I'm building a HTML5 / Websockets based multiplayer canvas game for Facebook and I've been working on the server code for a few days now. While the games pretty simple with a 2d top down, WSAD ...
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1answer
36 views

How to calculate random new position base on original position on map

I am making a 2D game with HTML5 Canvas. The game has several shapes and I want them to move all over the map randomly. However, if I just give them a constant angle to follow, they will all ...
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83 views

Sharing game code between client and server

I'm having a code design problem involving synchronization between the server and clients. I have a class GameWorld that handles all of the simulation details (positions, velocities, projectiles, what ...
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1answer
135 views

How to organize messages queue in a fast-paced multiplayer game

I'm trying to develop a fast-paced multiplayer game. I decided to build my own protocol over UDP and now I'm stuck with the following question. The idea of the protocol is very basic and it's similar ...
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48 views

Network turn managment issue due to animations

Me and my buddy are working on turn-based multiplayer game, and we encountered a problem that we don't see a nice solution to solve it. So there are two clients and a server, server keeps track of ...
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40 views

UDP client code throwing a very nonspecific exception

so I'm writing a UDP server and client on a couple of the machines in my virtual reality environment to allow (in this case) data from the location in the environment to trigger some air nozzles. The ...
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0answers
45 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
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1answer
163 views

how to use unity3d webgl content in a asp.net mvc view?

I asked this question in stackoverflow but no answers so I think it would fit here better. I have a unity webgl project and an asp.net mvc project. I need to show the webgl content in a view. The ...
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0answers
67 views

Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
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0answers
129 views

Modern examples of Multiplayer Network Architecture [closed]

There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server ...
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88 views

Multiplayer game server sync

I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet. Here is the ...
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0answers
22 views

Unity 5 New Netorking, SyncVars, RPC how does it actually work

I have just started working on a client - server flow for an open world game, as far as I understand unity have implemented a fairly new ways to communicate and work with networking but I cant seem to ...
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1answer
103 views

Hide network latency for ingame dialog

I have a tick-based Multiplayer-RTS game: Client sends action to server at Frame n which will be broadcasted to all clients and executed at Frame n+x (x depends on network latency of slowest player) ...
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3answers
179 views

How can I prevent P2P connections from leaking player IP addresses?

There's a common issue in multiplayer PC games like the older versions of Call of Duty where any connected player in a match can easily sniff the game packets and read the IP addresses of all the ...
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1answer
115 views

Resolving prediction error from client side prediction and server reconciliation

I am writing a network game based on Gabriel Gambetta's articles on client-side prediction/server reconciliation. I have client-side prediction down (using Box2D for prediction) as well as server ...
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3answers
89 views

Destructible objects for multi-player game in Unity

I am working on 3D multi-player shooter game in Unity using SmartFoxServer Since I need to implement some destructible objects in the game I tried to use these assets: Fracture https://www....
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2answers
220 views

Authoritative Server Movement and Collision

I am attempting to write a proof of concept in preparation to do my first networked game. I have decided to do an authoritative server with client side prediction. I am trying to implement my ...
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2answers
94 views

Sending a players mouse movement to the server in an FPS

So I have a server-client model FPS set up. It uses udp to send data between the two with the server having a constant tick rate of 100 ticks per second (It updates movement 100 times a second) on the ...
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2answers
86 views

Password-less player identification

I'm working on the server side part of my game (develop your village/farm) and trying to build user identification system. I'd like to have a password-less mechanism: user downloads my app from the ...
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1answer
53 views

Physics Object on Client moving too quickly in comparison to the Server: Should be a copy

I have a client server scenario. On the Server a force is applied to a 2d object. I want the client to copy the movements of the server but not through constant positional updates. My current approach ...
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1answer
48 views

Game Server Mechanic [closed]

Hey guys :) Im currently developing a little rpg duengon crawler. I really want to implement a local and an online multiplayer function, i know how servers are working and how to make them using ...
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1answer
95 views

how should a server handle client actions?

So I've just started trying to make a multiplayer pong game and I have read a lot of different ways to code the connections. However, I read somewhere that you should have the inputs sent to the ...
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78 views

How to run Kryonet server inside Libgdx project and is it ok?

I am trying to add multiplayer to my game and I used Kryonet. I have written the server, requests and etc and the only thing that is in front of me is how to run the server, it is in the libgx project ...
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1answer
202 views

How should I implement a timer in a strategy game?

I'm developing a real strategy game for Android and want to implement timers. Those timers will represent the time remaining until some building is finished. Say that i have a building in ...
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1answer
87 views

Online AI competition

I would like to create a framework that would allow user to compete with his AI code against other player AI online. The problem is that I don't know how should server simulate the fight online. If ...
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2answers
350 views

Should I use secure WebSockets for a game?

Is SSL necessary for a web game? I'm using Node.js with socket.io. Without it, when using unsecured networks someone on the LAN could change commands being sent to the server and "take over" a player....
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465 views

Should the bullet trajectory calculated by server or by client? [duplicate]

In a FPS game like Battlefield or Arma, when playing online, should the bullet trajectory be calculated by the server or by the client?
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3answers
105 views

Storing game data on user end?

A thought occurred to me after seeing this question: Storing data - think character data for an online game - on the user`s computer is definitely less safe (maybe an understatement) than on a server ...
3
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1answer
79 views

Network latency compensation problem for laggy players with collision

Say there are two clients connected to an authoritative game server, using input + state synchronization strategy. Client 1’s has a round-trip latency of 100ms and client 2 with 400ms latency. For now ...
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1answer
93 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
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1answer
98 views

What's the most efficient way to send a users keypresses to the server?

So I've been coding a little project in JS recently, using node.js and socket.io to create a server, and HTML5 canvas to draw the client side. The user receives info from the server every 20ms, and ...
2
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2answers
1k views

How to design a server for a multiplayer game? [closed]

I'm trying to write a multiplayer game where players join small matches with other players. What I also want is a way for players to login and go online. How would I design the a server that could ...
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1answer
100 views

Network Communication For Multi-Player Turn-Based Game

I'm attempting to develop a multi-platform turn-based game that [I suspect] follows the general client-server pattern. For this question, let's assume I only care about communications inside of a "...
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0answers
74 views

How do I allow clients to move a GameObject that exists on the server?

I started to delve into the UNet system for the first time the other day and I've run into a bit of an issue while testing on a localhost server. In the scene there is a Rigidbody ball that I want ...
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61 views

Turning a game into a server-client game

I'm redoing a game i wrote in XNA to Unity. The XNA game was the client to a server I wrote as a console application. How does Unity work with a server exactly, and how do you set that up?
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1answer
196 views

Handling items at the Server-side

I'm coding a very simple game Rust/Dayz like with Unity, and I'm using Forge Networking as network library. A few days ago, I started to code the Loot system. The Loots in my game are Items that ...
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1answer
420 views

Is Google's Protocol Buffer viable for the serialisation of game data? [closed]

Simple yes it is suitable, no it is not suitable for communications between game clients and/or server clients. Also is it suitable for serialising and storing game data or is a more customisable, ...
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0answers
48 views

Does the latest version of Python have libraries for easy host/server connections? [closed]

We're working on a turn-based multiplayer Risk-type strategy game in Pygame, and I was wondering if there were any pre-existing libraries like PodSixNet that worked for Python versions 3 and up that ...
2
votes
1answer
344 views

2015 android multiplayer server based Implementation

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
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0answers
122 views

I need a script to control NAO robot with Unity3D by wifi network connection

I need a script to control NAO robot with Unity3D by wifi network connection. Unity will be server and NAO will be client. Can anybody help? I have a code for NAO, but I dont know how to write Unity ...
2
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1answer
103 views

Looking for good comunication schema in turn-based game with multiple players

based coop game that will need to communicate to the server to handle the game process. Basically I need to be able to invite to the game, progress through turns (one player at a time) and finish in ...
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210 views

Best practices for client-server communication in an online Android game

I'm developing an online RPG game for my "Object-Oriented Programming" module laboratory project. The client part must be written in C#, also using Unity 3D as a graphics engine. The problem is that ...