The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.
0
votes
1answer
27 views
Values at the start of the string are not being sent while sending json data in Unity
I have been trying to solve this issue on my own but couldn't find the cause of the issue.
Before I start, I am using unity 5.4 and for creating json data I used JSONObject, https://github.com/...
1
vote
2answers
50 views
Client side prediction physics
I'm trying to build a simple networked game and I'm having trouble keeping a jump in-sync on the client and server.
I've read the free gaffer on games articles and it's helped somewhat but I'm still ...
0
votes
0answers
16 views
How to capture the state of a collection while allowing other threads to modify it?
I am working on a learning project, a small MMO server. The server "ticks" at a specific interval in order to control the frequency at which information is sent out to the clients, as well as other ...
0
votes
0answers
51 views
Best way to connect multiplayer users with each other (matchmaking) on a low powered server?
OK so I am using unity to make a multiplayer game, but I'm not sure how to connect players with each other over the internet.
Unlike other questions, this isn't a general problem of working out how ...
0
votes
1answer
53 views
Should chunks be procedurally generated client-side or server-side?
I'm developing a game with a friend that involves a procedurally generated map. My question is... Should the client generate the chunks, or should the client make a request to the server, and the ...
1
vote
0answers
29 views
Retrieve 3d models from a server in unity
I have 10 3d models which are about 8mb each..Now, should I store these 3d models in my apk or will it be wise to store it in a server and then retrieve it?.If so, how can I do that?
0
votes
1answer
87 views
MMO server use mysql offline?
Im going to write an MMO server for a game, however in my last attempt to do this I used mysql with xampp-server and the game-server was getting the data offline tru mysql(xampp server was offline).
...
0
votes
0answers
11 views
Host 3DS Max on a server to create renders through commandline from a dashboard
What i need to do is create a scene inside 3DS Max and through a website dashboard I shall be uploading textures onto the server.
Inside server I shall be replacing the textures in particular ...
0
votes
0answers
40 views
How to create a mmoprg visible-service [server-side] in c++?
I'm working on a mmo server. The client is already finished.
So i'll try to explain very briefly my architecture.
[WORLD]->[n AREA(s)]->[m AREA-SECTION(s)].
class Area
{
static void Main(Area* ...
1
vote
2answers
74 views
Do i host my app on google server?
So I have a app that I have been working on and I was wondering does Google/Apple host the server requirements for the multiplayer aspects of a app? If so does anyone know if its laggy or Smooth, or ...
0
votes
2answers
93 views
Is it a good idea to use a single sqlite database to store all occurring multiplayer matches?
I have a turn based strategy game for desktop and mobile, the game app uses a sqlite database to play local games. There's nothing special about the database design, I have tables to keep track of ...
1
vote
0answers
69 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
45 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 ...
5
votes
3answers
126 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 '...
3
votes
2answers
282 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
335 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
41 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 ...
2
votes
1answer
155 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 ...
2
votes
1answer
280 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 ...
1
vote
1answer
121 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
74 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
52 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
53 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
133 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
473 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
130 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
49 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
164 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
193 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
305 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
93 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
105 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
33 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
2answers
2k 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
728 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
268 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
67 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
405 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
182 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
139 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
28 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 ...
3
votes
1answer
645 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
48 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 ...
3
votes
0answers
243 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
106 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
4answers
1k 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 ...
4
votes
1answer
5k 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
189 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 (...