Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
0
votes
0answers
16 views
Multiplayer Spawn not working
The error message I get is
SpawnObject for Player(Clone) (UnityEngine.GameObject), NetworkServer
is not active. Cannot spawn objects without an active server.
I know that the server is ...
0
votes
0answers
20 views
In a game scenario, how often should i send packets? [duplicate]
Should i send packets every frame or use interpolation? I would imagine interpolation doesn't stress both parties as much.
0
votes
1answer
31 views
What type of networking system should I use With LibGDX on Android?
I've been looking for a good way to implement multiplayer in an Android strategy game I'm working on, using LibGDX.
What I found:
The embedded LibGDX networking system
Kryonet
Google Play Services ...
0
votes
0answers
39 views
Unity stream webcam to other player (Multiplayer)
I want to make it possible, that I can draw on the stream of another player in my Unity game. The networked drawing works just fine, my problem is to stream the webcam. I've got the webcam input ...
0
votes
0answers
33 views
Authentication in network game servers
I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
0
votes
0answers
31 views
Unity Networking dedicated server hosting multiple game instances
I am making a multiplayer game on Unity that uses a dedicated server for the networking needs.
From what I found a dedicated server is simply you Unity game compiled headless which only allows one ...
0
votes
2answers
75 views
How to deal with collision in a networked game?
In my game, my own character is extrapolated with client side prediction for smooth input response and all the other objects are interpolated. So Let's say I was at (20, 10) according to server and a ...
0
votes
0answers
19 views
Client to Server Messages Not Working; Issue with RegisterHandler?
We're building a game which uses two phones as gamecontrollers; the "view-phone" is attached to a Google Cardboard device and acts as our server, the other phone is a sword controller which needs to ...
0
votes
0answers
28 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 ...
0
votes
0answers
33 views
Communication between Photon Cloud game and web server [Unity3D; Photon]
I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
2
votes
2answers
101 views
Example/Tutorial of passing structured data over network C++
This is very general question, about strategies how to pack same informations about state of my game-world on server ( e.g. position/orientation of players, projectiles, etc. ) into data stream so ...
0
votes
0answers
33 views
Unity3d NetworkServer.SpawnWithClientAuthority
How do I spawn a gameObject with client authority from outside of the main client?
I'm trying to make this function:
http://hastebin.com/bobezisexa.avrasm
But it keeps saying "trying to spawn ...
3
votes
0answers
61 views
Unity 5: Use Network Simulator, should I?
I am looking to test intelligent prioritisation of a client server game. In my scenario, two clients are connected to the server. I want one client to have a good connection to the server while the ...
0
votes
0answers
21 views
Paper2d Networking Issue
I followed the the Paper2d tutorial from Unreal Engine. At part 9 (youtube.com/watch?v=vwZVlgcMGI4) he adds a intelligent lift. It works fine but it's bugged in multiplayer. The Lift location is not ...
0
votes
2answers
90 views
How can I simulate the effects of network latency to test my lag compensation?
I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
1
vote
1answer
106 views
Unity 5 Command not being sent
I have a client server build in Unity 5. I want to send a command from the client to the server with a GUI button click, this is for testing purposes. So on my client all I want is to click a button ...
0
votes
1answer
75 views
Port forwarding client and server?
So, lets say i have a client and server sending information to each other. Do i have to port forward both the server and the client, or do i just port forward the server? If i have to do both, is ...
4
votes
1answer
190 views
Should I encrypt my multiplayer network traffic?
My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
0
votes
0answers
39 views
Libgdx easy peer to peer connection
Background Information
Since a few weeks I am trying to create a easy libgdx game... Maybe a bit similar to Binding of Isaac... But theres one thing which I want to implement as soon as possible...
...
1
vote
1answer
55 views
Entity Interpolation (Lost Packets?)
I'm working on a networked game for a while. I'm aware of client-side prediction and lag compensation (shooting) but I'm not sure about entity interpolation client-side. I'm sending update/sync ...
1
vote
2answers
106 views
Interpolation over a network - receiving and drawing an opponent in 1v1 game
I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients.
My whole network is based on UDP packets:
sending positions from clients
sending confirmations ...
1
vote
1answer
118 views
How to give each player in card game the same shuffled deck?
I'm writing a card game in Swift. The idea is to make it work on the Apple Game Center framework. I've noticed an issue which I am not sure how to address.
I need the current game data to be the ...
1
vote
1answer
70 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 ...
0
votes
0answers
70 views
Singleplayer and multiplayer using same gameobjects in Unity?
There are a lot of topics about converting singleplayer to multiplayer games. But I could not find the accepted practice of keeping singleplayer gameplay available.
Will this just work if I manually ...
2
votes
2answers
169 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 ...
0
votes
1answer
111 views
Sending message to all players in room from Photon server?
I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
0
votes
1answer
65 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 ...
2
votes
1answer
39 views
Slick2D Networking Crash
This is my first post, so I apologize if it's been put in the wrong place or something. Anyways, here's my problem:
I've run into an issue with running my client-side code in one of my game-states. ...
4
votes
1answer
93 views
In a 2D multiplayer game should I send the position of user to the server all the time? [duplicate]
In a 2D game where the user moves with the keyboard arrows, should the user send all the time he moves his position (x, y)?. If the user has some speed, the user would send (x, y) like 50 times ...
0
votes
0answers
18 views
Photon Connections without Concurrent Users? Or other networking?
I am going to be making a multiplayer game and use http://pupnp.sourceforge.net/ for setting up connections without having the player to port forward. The game will let you make or join a room using ...
1
vote
1answer
129 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 ...
5
votes
1answer
121 views
How do I avoid floating point indeterminism when implementing lockstep?
I am working on a multiplayer RTS game in Java. It uses lockstep for networking, which requires that both computers can deterministically.
These are the 2 closest/more viable approaches I could come ...
1
vote
1answer
49 views
Is There A Self Uploading/Downloading Game Management Software? [closed]
I am currently not in the game development industry and develop my own games using GameMaker, but as a high school student I don't really have the time to make proper titles and actually make money ...
1
vote
1answer
144 views
How to deal with inconsistent network delay caused by packets arriving at different times in the frame?
I'm developing a multiplayer game that does not have prediction. It implements client-side interpolation. The problem with this is that input delay can be perceived. I've measured the various times ...
3
votes
1answer
107 views
Minimizing bandwidth for player movement
I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
1
vote
0answers
59 views
2D Physics library for multiplayer in c++ [closed]
Im trying to create a top down shooter with multiplayer functionality.
So far im using Box2D for my physics Simulation.
The last few days I played around with syncing movement between Clients and ...
6
votes
1answer
188 views
How can I minimise data sent through a network in a modern FPS?
I am aware of snapshot interpolation with the use of delta compression as being a technique used to minimise the amount of data sent in a modern FPS game like Quake 3, but what other techniques are ...
1
vote
1answer
67 views
Peer to Peer world download
I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. It came to my attention that SQL is not going to ...
3
votes
1answer
50 views
How does server correct late input
Imagine the following scene: The height one player can reach on jumping depends on how much time the button for jumping is pressed. When the player jumps, the input is sent to the server and physics ...
3
votes
2answers
70 views
One big Instance or One instance for every moving entity?
I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. These NPCs will be controlled by the central ...
1
vote
0answers
84 views
In Unity, How to format Old RPCs into new “PunRPCs”
In older unity versions you could simply used RPC. With newer verisons of Unity my code now doesn't work and it says that it needs to be transformed into "PunRPC" , Pun being "Photon Unity ...
1
vote
0answers
110 views
Unity nested network identity
I have a problem with nested GameObjects in Unity Networking (5.2);
One of my GameObjects (lets call it mother) has a network transform component.
Now the mother can have a variable number of childs ...
2
votes
2answers
112 views
Networking/Packet Design
When using a Client-Server model, it's necessary for those two parts to communicate data back and forth. There is one specific area that I've been thinking about and unsure about. That being putting ...
1
vote
2answers
52 views
List of Lists for sending paths from client to server? [closed]
I have a client server scenario and I'm looking into distributed AI. I want the server to move x amount of ai characters around a map by pathfinding and then send the x amount of paths to the client ...
1
vote
1answer
142 views
Quake 3 Gravity
From "Quake 3 Networking Primer":
The server accepts client commands as they arrive. It makes one call
to the VM per client command. This is the only time that players are
ever updated. ...
1
vote
2answers
82 views
How to make ranked matches in a head-to-head multiplayer game?
I am working on a field hockey like game for Android and iOS.
Currently I support being able to play against another player online in a client/server fashion where one device host and the other ...
1
vote
0answers
33 views
Interpolate Entitiypositions received from Server
I want to Inter, or perhaps, extrapolate the positions of gameentities on the client. Those positions are received from the Server. The vague updaterate of the server makes it difficult to implement.
...
3
votes
1answer
53 views
Applying the input for the always-moving player in the multiplayer game
I've read several articles published on gambrielgambetta.com, gafferongames.com plus some pages about how Valve handles multiplayer networking in its games but I still can't get it how to implement ...
2
votes
1answer
83 views
UDP server and two clients
So - my whole knowledge comes from google and stackoverflow. I'm trying to create an UDP server (with two slots per new instance of the game) and clients.
My problem is here that I totally don't know ...
1
vote
0answers
99 views
Is it a good idea to use the RDM socket type for multiplayer games?
I am currently developing a MOBA/RTS style game with an authoritative networking structure. Of course, the server needs to send a big number of packets every second, answering requests from the ...