The client tag has no usage guidance.
1
vote
0answers
20 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
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
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 ...
1
vote
1answer
105 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 ...
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 square ...
2
votes
1answer
63 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
156 views
Client and server loops don't match up
I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
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
123 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
vote
1answer
247 views
Client/Server best way of telling client which player it is
I'm making a client/server, everything works grand its very simple, a simple login system, ID, empty variable and the X and Y positions of the player.
Should my server tell my client who it is? and ...
0
votes
1answer
324 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
438 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
160 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
1k 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 ...
2
votes
2answers
350 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
302 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
votes
1answer
266 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
542 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
449 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
542 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
292 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
179 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
926 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 ...
-4
votes
1answer
348 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
169 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
209 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
165 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 ...
7
votes
3answers
8k 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 ...