The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

learn more… | top users | synonyms

1
vote
0answers
14 views

Authoritative server controlling objects in multiple scenes in Unity3D

I am working on a multiplayer project that involves loading into different scenes and playing some kind of mini-game with any other players that happen to be in the scene at that time. These mini-...
0
votes
0answers
20 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 ...
4
votes
1answer
75 views

Calculate resources real-time. Sockets or not?

I'm currenly developing a game in Javascript. It's a Single Page Application so every change should be pulled from the server without page refresh. I'm currently wondering how I should handle the '...
-1
votes
0answers
30 views

Best way to aproch on creating a Non-targeting combat system [server-side]

I'm writing a MMORPG windows server in c++, and i want to implement a NON-TARGETING combat system. Whats the best way to aproch this? [Programmatically]. Ref.
0
votes
0answers
15 views

Can events and delegates be used similar to client and server?

I'm working in Unity, and I'm trying to get a system worked out. I'm essentially trying to get it so that when the user approaches the object, it will display that it can be interacted with, and the ...
0
votes
0answers
19 views

Interpreting client input at timestamp

I am currently learning what and how snapshots work in networked games. From this website it lists these steps. Most of this I get, but I'm confused on step 1-2. I understand that I receive inputs ...
3
votes
2answers
218 views

How would intensive AI pathing be done server-side in an MMORPG?

Take WoW or Runescape for an example. You have an incredibly large map, filled with cities and forests, each filled with people and monsters. Monsters roam around an area at random that is 25x25 ...
0
votes
1answer
129 views

Best client/server architecture for a mobile management game?

For the past year I have worked on a small company that develops a traditional browser based strategy game, of the likes of Travian or Ogame, but using a more interactive approach like Tribal Wars 2. ...
0
votes
1answer
28 views

Why do I get this EventException in Bukkit? [closed]

Could any one tell me why I get the exception (and how to fix it): Bukkit Plugin Couldn't pass Playerdeathevent to Plugin [org.bukkit.event.EventException] with this code? @EventHandler public ...
1
vote
1answer
83 views

UDP server in unity not working

I know there are a lot of UDP examples out there, but I really need to know specifically what I am doing wrong. I have Wireshark monitoring my data traffic and according to that program Unity is not ...
1
vote
1answer
140 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 ...
0
votes
0answers
60 views

Random Disconnects on UNET

Using UNET, I can't host a game for more than a few minutes unless both server and client are on the same computer. It appears that I am not alone in this. Essentially, any latency problems or ...
0
votes
1answer
67 views

How do I know what to do with incoming network messages?

I am programming a 2D game in a server/client architecture with C# and lidgren. When a client sends a message to the server, how does the server know what to do with that message data? The client ...
0
votes
2answers
47 views

Authoritative Server for single player but with leaderboard [closed]

I made a Fps single player, timed survival with a leaderboard ( a bit like devil daggers and others). I know would like to create a server that will prevent cheats such as avoiding collision or ...
1
vote
1answer
51 views

game server - fault tolerant

If you have for example an MMO with 2000 players, and players are constantly removing / creating / swapping items (and doing some other important things that can't be lost). If the updates are saved ...
0
votes
3answers
86 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....
0
votes
2answers
277 views

Backend for data-driven multiplayer game

I am working on a match-based (5v5) multiplayer steam game that is similar to TF2, LoL, Dota 2, etc. I am planning a data-driven approach where character/abilities/items/etc are defined in data (JSON)...
13
votes
2answers
2k views

Storing coordinates of every object in server side in MMOs

In an MMORPG: Is it typical or feasible to store the coordinates of every tree, bush rock.. etc in the server side for collision detection? If so, what would be a feasible way to store such a huge ...
1
vote
1answer
100 views

Should I use the pathfinding client side or server side? [closed]

I'm developping a game where the user can walk in a room (with the others players). There are some obstacles that blocks the user. I'm using a Javascript pathfinding library to find where the user can ...
0
votes
1answer
39 views

Keeping Players in Groups

tl;dr How can one enforce that groups of players stay together in units in Minecraft? I'm developing a plugin for a Minecraft server. It's based off feudalistic societies, like Ancient Europe or ...
0
votes
1answer
47 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 ...
0
votes
0answers
113 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
1answer
139 views

what is the best way to code an online multiplayer game?

so i want to create a simple game that runs over a network but I am having trouble deciding what needs to be done in terms of what the server needs to do and what the clients need to do. I understand ...
2
votes
1answer
190 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 ...
1
vote
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 ...
1
vote
1answer
92 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 ...
1
vote
0answers
30 views

Client/Server player views

Trying to decide the best course of action to implement the in view and out of view of players in a server/client 2D game. Below is some highlights of the system: Map sliced into squares. Each ...
2
votes
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 ...
0
votes
1answer
414 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
2answers
214 views

How do I keep a PHP server running forever?

I'm making a web game RTS, it's mostly create units, manage resources, attack with army, and level up factories. I have created the basics of the game using Javascript, PHP, and MySQL databases. I use ...
2
votes
1answer
57 views

Best practice/way for client to speak with server

I'm making a multiplayer game in HTML5 Canvas and Node using Express and Socket.io. It's a platformer style game and so far the players are able to see each other and move around on the screen. It ...
2
votes
1answer
323 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 ...
-2
votes
4answers
170 views

Structure for online game server

i'm trying to write a server for my little game and i'm wondering about server structure. Let me explain that. Let's say i will create game in which you could edit skill stats, character basic stats ...
-2
votes
2answers
133 views

What software to use to make games for free with commercial use? [closed]

I am going to make a 2D game, I need free software for my team of five or less people. I should be able to sell in-game currency but the game will be free. The software should be able to compile the ...
0
votes
0answers
24 views

Changing game variables through network in run time for debugging

I want to implement a system in my game that will allow me to change in game parameters on runtime through the network. Lets say my game is running on a ps4 or xbox one, I want to be able to register ...
2
votes
1answer
500 views

What type of networking archtitecture does Unreal Engine 4 have?

I am working on online multiplayer FPS on UE 4 with up to 16 players. I am now at the making architecture model, stage. I am doing research on possible server architecture model with respect for ...
1
vote
2answers
47 views

Redeeming an item on a periodic basis

I want to allow a user to redeem a token every X time (i.e. 24 hours). Once they redeem it, they must wait X time again before redeeming the next item. This ensures that users must visit the app daily ...
2
votes
0answers
211 views

hosting a windows game on a linux server [closed]

there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...
0
votes
1answer
95 views

How to design game server to mitigate DDOS attacks [closed]

I'm in the design phase of a turn based game with low load on the server (<1 message every 10 seconds per user, <50'000 users at a time). The game is multi-platform. The protocol has not been ...
4
votes
3answers
896 views

How can one add a level to an already published ios/android unity3D game on a daily basis?

How can one add a level to an already published iOS/Android Unity3D game on a daily/weekly basis? I know this probably isn't feasible but it won't harm if I just made sure of it. Our game requires to ...
3
votes
1answer
4k views

Why will my server not execute a command sent by the client in Unity 5.1?

I'm working on a very simple/basic client-server networking program, the basis of a future game I hope to create. Now the client program/project DOES successfully connect with the 'server program/...
2
votes
1answer
176 views

Should frame update and network packet sending synchronous or asynchronous?

I am making a game server that has 60 Update-Per-Second (assume I can most of the time achieve it). In the current model, my main loop does the following tasks in sequence: Update game logic (...
1
vote
0answers
100 views

How do I get line numbers in a unity headless server's stack trace?

For some reason Unity 5 doesn't allow me to do a developement build of a headless server, and this is quite a problem when debugging, since I get stack traces without line numbers, such as: ...
1
vote
1answer
233 views

Server networking - Thread per player

As my game is purely multiplayer, online performance is important. Should I run two threads for each player/connection? (One for input and one for output) or should I run one thread for all player ...
1
vote
0answers
44 views

In snapshot-based networked game does client store N snapshots as well?

I understand that in a snapshot-based network replication system the server holds onto N full snapshots and uses incoming ACK'd data from the clients to construct delta snapshots. This makes sense. ...
0
votes
1answer
202 views

Task vs Thread with execution queue [closed]

My game server will have to respond to requests very often, so I consider threading a good option. But should I use Task class from .NET or have several threads that would execute requests which I ...
0
votes
1answer
122 views

How does one write a wrapper for a game server? [closed]

From what I gathered, wrappers mimic the game server in question, receiving packets from client and sending them to the server (and vice versa). It acts like a bridge between the client and server, ...
-1
votes
1answer
219 views

TCP For RTS Game?

My RTS game abides by the lockstep system so keeping everyone up to date is import and guaranteeing the safe arrival of packets would make my life a lot easier. With that said, I still need decent ...
0
votes
1answer
323 views

maps in a multiplayer diablo clone - unity3d

I'm messing around with unity3d free, trying to figure out if i can get away with using its readymade graphic engine. I have some problems figuring out how maps should be implemented/handled (the ...
1
vote
0answers
243 views

Scalable server for MMO [closed]

We are looking for the solution for game server for instantiating game instance on nodes. We tried to use this solution, but it has scalable problems, as you can see on diagram: Cause only 1 ...