A bi-directional WebSocket protocol makes possible more interaction between a browser and a web site, facilitating creation of real-time games.
0
votes
0answers
26 views
Node.js have multiple game rooms
How do I make multiple game rooms with different gamerules in my server (for example, having 3 ffa servers with a limit of 500 players and 2 tdm servers with a limit of 100 players). Here is my ...
0
votes
2answers
44 views
HTML canvas, Node WebSocket and multiplayer game like slither.io. How to send visual data over websockets?
Where to start creating a multiplayer game like slither.io, agar.io, etc.
I need only learn how to draw live positions and other data of all players into one fullscreen HTML5 canvas with update ...
5
votes
2answers
93 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 '...
0
votes
1answer
56 views
Game data structure in node.js
I am building a simple turn-based game in node.js using sockets.io. My web experience with node.js has typically involved saving everything to a relational database. I set this up for my game. I am ...
0
votes
0answers
51 views
java server + javascript client via websocket
I'm thinking of 2D (with camera 'from the clouds', to earth - like civilization) MO, but easy to expand to MMO live game. I already have tomcat, and websocket connection to javascript and game must be ...
0
votes
1answer
82 views
How to make async step timing (game loop) using Box2D and C++
I'm making a game in C++ using Box2D and WebSocket++. The world needs to updated every 1/60 second. Meanwhile the WebSocket server handles players. How I should make the interval? I know there's no ...
0
votes
1answer
156 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
475 views
Phaser.io with Socket.io - What should the Server calculate and what the Client?
I'm currently playing around with phasio.io and socket.io to create a really simple multiplayer.
For the beginning i created basic movement which is synched via socket.io. The clients are sending ...
2
votes
2answers
191 views
Input and output of a server side game using web sockets
I am having a look at redeveloping an old flash based top-down zombie shooter game I made in highschool so that it supports multiplayer using socket.io. My experience over the last 5 years has been ...
1
vote
3answers
103 views
Limit access to socket end point
I'm developing a multiplayer canvas game based on socket.io and box2d physics engine. Is there a way to limit connections to my socket endpoint and only allow connections from a specific domain?
...
0
votes
1answer
132 views
Streaming webcam via websocket performance issues (Code included)
I finally figured out, how I can stream my webcam, but I'm getting not the best performance. In low resolutions it's working fine, but as soon as I turn the resolution up, the performance gets worse. ...
0
votes
0answers
179 views
Unity websocketsharp is closing the connection directly
I got a working code, which I want to change a bit for better readability but afterwards my web socket is just closing instantly.
First off, I got this code working :
using UnityEngine;
using ...
0
votes
0answers
42 views
Movement prediction on client
Im pretty new to game development.
Currently I try to predict the movement of the player on the client.
But my client and my server are calculating different values. Im using a delta time for the ...
8
votes
2answers
352 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....
1
vote
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
votes
1answer
120 views
Websocket Scalability w/ Player Skills
About 8 months ago I made this thread. And received a lot of valuable information from the community.
I have switched to nodejs since then and am finishing up my game, but am deeply concerned about ...
1
vote
1answer
708 views
Building a simple bomberman game with Node.js and Socket.io [closed]
I'm building this game mostly because I want to experiment with Node.js and Socket.io, and the game is more like a proof of concept.
To start with, I have a 2D grid system as the game map.
...
0
votes
0answers
26 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 ...
0
votes
1answer
72 views
Is it bad practice to for the server to request data for a client from another client?
I'm making a collaborative whiteboard app so that when someone is drawing and uses a rectangle for example, a rectangle packet is sent to the server with parameters like x, y, width, height, color and ...
1
vote
2answers
88 views
When someone joins or leaves a room, send the entire user list or just the delta?
I'm developing a game that has a lot of rooms and most rooms will have between 2 and 15 users. On the UI there is a list of all the players currently in the room. I'm wondering, when someone joins a ...
-1
votes
2answers
146 views
Better to send multiple small packets or one large packet?
I'm developing a network game with node.js and I have the choice between these three options:
1) Send each point individually (very user responsive)
2) Send an update every 25 points or so (decent ...
1
vote
1answer
242 views
How should browser based muiltiplayer game state be syncronized using WebSockets and a Node.js backend?
I'm in the process of learning how to create browser based html5 games. I'd like to eventually be able to achieve a game with mechanics very similar to that of the game agar.io. I've been observing ...
2
votes
1answer
181 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
2answers
134 views
HTML Multiplayer and Hiding Information
I'm in the process of conceiving a multiplayer web-based game of sorts and was looking into different ways of achieving this. Instead of using PHP/MySQL/AJAX like I'm used to, a lot of sites are ...
1
vote
1answer
842 views
How to use Cocos2dJS to connect to a Socket.IO server?
How can I connect to a nodejs socket.io server from a cocos2djs game? I've google all the way to no avail. I tried this but it does not work:
socket = io.connect('http://192.168.254.102:7714');
if ( ...
4
votes
1answer
429 views
How to do monster AI movement and attacks server side?
I have my web based rpg game already created. Inventory management, equipment system, character stats, skill tree, and etc. It's almost complete.
For the game world, I am creating a top-down rpg ...
3
votes
2answers
333 views
Are sockets required when developing a browser based MMOG?
I'm in the very early phases of developing a browser based MMOG, kinda like this game but not as cartoonish and with more features. I'm an experienced web developer, yet not once have I ever used ...
0
votes
1answer
226 views
How to solve problems with movement in simple tile based multiplayer game?
I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows:
The client sends "walk one tile ...
0
votes
1answer
382 views
Developing a general use multiplayer API [closed]
I'm tasked with the development of a general use multiplayer API in JavaScript, with a Node.js back-end. The goal of the API is to provide a service to JavaScript mobile game developers so they can ...
0
votes
1answer
357 views
WebSockets and Python/PyGame
I am looking to start development on a game that will have the server be written in Python/PyGame and the front end be in HTML5. What I would like to do is, with as minimal impact as possible, open ...
0
votes
2answers
2k views
Websocket server thread per connection
I'm creating an html5 multiplayer game and am looking at how to create a websocket server.
I've been looking at various libraries and one thing I noticed is that each one will create a new thread for ...
0
votes
3answers
1k views
timezone independant Date.now() for node.js game
I have a game I'm working on using node.js and socket.io. The issue I'm having, is I'm trying to have it so that players execute whatever actions they inputed about 50ms in the future, giving everyone ...
2
votes
1answer
330 views
Handle game flow in turn-based game on server or client side?
Im building a turn-based game using websockets and nodejs. At the end of each turn I want to show some scores before starting the next turn. Should that be controlled by the server using a timer? Or ...
1
vote
1answer
881 views
How to develop a real-time game server for html5 web app?
I'm contemplating a graduate project proposal of developing a rather complex HTML5 game that requires real-time server communication. The premise of the actual game play is simple: 10 players battle ...
0
votes
1answer
342 views
Structure examples for web-based chat for web-based game [closed]
What would be the best tools to use to create a web based chat/messaging system ?
for client we have :
Browser (any JS solution - preferably without using flash like in jsocket)
for server we have :
...
1
vote
1answer
527 views
Tracking player location in realtime 2d mmo
I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
0
votes
1answer
241 views
Tips on building a real time multi player web platform + framework and/or tookit
I'm trying to develop a multi player game web app which basically should be able to achieve the following goals:
Provide a game engine + framework/toolkit to let third party corporation integrate ...
1
vote
1answer
674 views
Is it sensible to run a Socket.IO setImmediate loop for each connected player?
Instead of a game loop, I want something different: My game does not have much action going on; just moving users over a tile map with correct timers in between.
Since I am using Socket.IO, I want to ...
1
vote
4answers
870 views
What would be best practice of client comunication in a multiplayer game
Assume that we have a multiplayer game and the users are moving their characters (might be a circle) on the game area. At every game loop some changes can be happened. Should clients send their ...
5
votes
2answers
974 views
Collision detection in pong style multiplayer network game
I've recently implemented an authoritative server (node.js with socket.io) for a multiplayer pong game.
I've looked at client side prediction and fixing timesteps and starting to grasp the notion of ...
2
votes
1answer
1k views
Browser UDP Relay with TCP Websocket
I'm wondering if this is possible and what obstacles I might face.
I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
2
votes
1answer
422 views
Particle systems on multiplayer games
I'm working on a 2D javascript/Three.js multiplayer game, using web sockets and an authoritative server currently written in Python.
The combat mechanic will be similar to Geometry Wars however i'm ...
1
vote
1answer
700 views
Architectural advice - websockets javascript/php integration
Myself and a friend have started making a game, he's likely to be using impact.js for the user interaction etc, but we need multiplayer functionality so some form of websockets for TCP connections etc....
3
votes
4answers
2k views
Turn based game - HTTP or WebSocket?
My game will be a turn based game which will need a server gateway in order to send requests. What would be better for the server: using REST HTTP GET for making the requests? Or using WebSocket which ...
2
votes
2answers
6k views
How to build a turn-based multiplayer “real time” server
I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (...
0
votes
2answers
812 views
How to handle multiple game sessions where players turn can timeout, using Python and Socket.IO?
I want to make a multi player card game, allowing several people to play with each other (each game session should be able to have between 5 - 10 players).
I'm doing this in Python (Django and Socket....
6
votes
2answers
3k views
In Socket.IO, should I use JSON for communication between server and client?
I'm building an MMO with Socket.IO and Node.js. It works quite fast (though I don't have 1000 players yet) but my feeling is that it's not very optimized. JSON is super cool and easy to use within ...
5
votes
5answers
1k views
How to keep track of players nearby other players in an MMO
I'm confused how to handle the players in my MMO server (using Socket.IO but I think this should apply to any MMO).
Suppose there are 2 players in my server that are far away from eachother. I will ...
3
votes
1answer
245 views
What is the best method to serve a real time game on websockets?
The game consists of a world with just one force, gravity. All the players can do is jump and set their velocities with arrow keys. Physical AABBs and sphere's are used for collision.
What is the ...
3
votes
1answer
3k views
Latency benchmarks for WebSocket games?
I'm trying to find some actual latency benchmarks for using WebSockets in HTML5 games. If I were to go down this route, I'd probably end up using (as you might expect) Node.js and Socket.IO.
However, ...