Node.js is a framework for making server-side Javascript applications, which is becoming more and more popular for game development. It endorses asynchronous I/O and implements CommonJS standards.
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22 views
HTML5 Game development Start [closed]
I'm totaly new on html5 game development... But I don't want to walk a long way to discover all tools I can use to develop the game.
I want to make a game based on web browser. I want to make a game ...
0
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0answers
15 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 ...
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0answers
53 views
Unity Client + Nodejs Server
I'm working on a multiplayer game, for which I created a custom server using socketio + node js.
now i'm in the stage of sending and recieving position of connected players.
i want in the gameplay of ...
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1answer
47 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 ...
2
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0answers
33 views
Pixel Check With Node.js [closed]
I'm trying to check if a pixel of a certain color at (x,y) has moved within a boundary of [(x1,y1),(x2,y2)] and also update its new position to console. I'm doing this as a desktop application so no ...
2
votes
2answers
181 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
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0answers
44 views
Instanced based game with multiple node instances
I have a nginx load balancer with 4 nodejs instances behind it, and one Redis server to share certain memory.
My game is an instance game, similar to Diablo 2. Players can create "games" if you will ...
0
votes
1answer
80 views
WebGL Redirecting URL
If player's browser don't support WebGL, I want to redirect Web Player version. I think it's possible in UnityLoader.js file but how?
function CompatibilityCheck(){hasWebGL?mobile?confirm("Please ...
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votes
1answer
88 views
Sync bullets node.js phaser.io
i am currently having a struggle thinking about syncing bullets.
I am using node js and phaser.io and I am creating top-down shooter.
I would do it like this:
Player shoots a bullet.
Player ...
9
votes
2answers
234 views
Collisions between players in multiplayer racing game
I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js.
What I have done:
Client receives world state from server:
extrapolate other players based on latest ...
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votes
0answers
33 views
NodeJS timed update approach
My game has users building buildings, recruiting units, trading resources and sending attacks. All of this functionality takes a certain amount of time to happen and I'd like help with deciding on the ...
0
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0answers
41 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 ...
4
votes
2answers
141 views
synchronizing client-server actions
What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
8
votes
2answers
340 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....
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votes
1answer
498 views
Different physics engines on the client and server sides
I am developing a 2D multiplayer game as follow:
semi-authoritative server
handle up to 40 players per game.
Players and other game objects will interact/collide with each other
Physics like ...
1
vote
1answer
206 views
Synchronizing players and game objects in a server/client multiplyer game
OK guys,
I have some experience with 2D game development (single player only), so that's fine no questions here.
The problem is with multiplayer games. I already read lots of other questions and ...
1
vote
1answer
97 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
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 ...
1
vote
1answer
691 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
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
87 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
140 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 ...
2
votes
3answers
69 views
How to handle “game missions/flights” across the world map
Sorry if my title is a little vague, I wasn't entirely certain how to word this specific question.
I'm developing a small little MMORTS game, and in this game is the world map which consists of ...
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vote
1answer
235 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 ...
-3
votes
1answer
157 views
handling wars in multiplayer browser game [closed]
I'm building a browser game about countries, cities, the user control his city, building it upgrading it, can fight other cities in the same country, elections and war between countries, peace, trade ...
1
vote
1answer
820 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 ( ...
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0answers
70 views
Fix latency when sending state
I have a multiplayer game done with Phaser, which runs in the browser and on a node.js server.
The server is authoritative, every 50ms or so it sends the game state object to all clients. The clients ...
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votes
2answers
266 views
Multiplayer game principles
I am developing game using libGDX libraries . I want to create multiplayer mode , where several players can play at the same time in the same room , each player can create his own room and other ...
0
votes
1answer
220 views
NodeJS setTimeOut - How to run callback before delay time exceeded
I'm developing a card game server.
I want to do this :
While server process a turn for players, players have 20 seconds to do something. If players send a request to server within 20 secs, timer will ...
0
votes
1answer
339 views
nodejs game server timer
I'm new to game server develop.
I'm developing a card game server.
How could I make nodejs server wait for few seconds then push data to client after an event fired ?
Example : in poker game, one ...
0
votes
1answer
842 views
Node.js 3D game? [closed]
Would it be suitable for making 3D games in an open world?
Of course provided that I :
create a node add-on in order to bind opengl
code a native layer for making threads and processes
I can ...
0
votes
1answer
759 views
HTML5 canvas multiplayer game with node.js and Isogenic engine [closed]
I want to create a multiplayer game using Isogenic engine i understand that this technology uses html5 and canvas for rendering graphics in frontend and node.js for backend. I started working on how ...
3
votes
2answers
333 views
Can I use Node.js on consoles?
I was wondering if Node.js was suitable for making games and apart from threads and engines, a big problem is can I port my game to Xbox or PS3/PS4?
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2answers
139 views
Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?
With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
0
votes
1answer
374 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 ...
1
vote
1answer
767 views
Gamemaker multiplayer using 39dll
I am making a gamemaker multiplayer game using 39dll's tcp sockets. As I want to host the server (and my javascript knowledge is a lot better), I use node.js for the server. I have already got ...
4
votes
1answer
2k views
How can I run a Phaser engine game without a window?
I'm currently creating a multiplayer game using the HTML5 framework Phaser.
It's a game where zombies spawn on the map and players have to shoot them to kill them. The zombies target players that are ...
0
votes
1answer
405 views
How do I implement pixel-exact collision server-side?
Recently I made a 2D offline game with HTML5 Canvas and JavaScript. I'm detecting collisions by first checking whether image bounding boxes overlap. If they do, I check against the bounding boxes, ...
1
vote
1answer
872 views
Node.js Lockstep Multiplayer Architecture
Background
I'm using the lockstep model for a multiplayer Node.js/Socket.IO game in a client-server architecture. User input (mouse or keypress) is parsed into commands like 'attack' and 'move' on ...
0
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0answers
290 views
NodeJS sharing variables with Client?
I'm currently developing a HTML5 Canvas Multiplayer Game using NodeJS and Socket.IO. My current setup using a logic loop on the NodeJS Server-end and sending update information to all Clients in this ...
6
votes
2answers
4k views
Physics Loop in a NodeJS/Socket.IO Environment
I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO.
The only method I've ...
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 ...
0
votes
1answer
420 views
Node.js/V8 as a Platform for High End Local PC Game Development?
As a Web/UI dev rapidly expanding into more wide-open generalist territory, the more I learn about how its done in other languages, the more I love JS for architectural and basic messaging/event-...
1
vote
1answer
524 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
240 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
662 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 ...
0
votes
1answer
399 views
Approaching syncing between client and server, in a Tower Defense game
I am currently working on a Multiplayer TD, players can join games, and place towers on a map, so far so good.
This is how the game works as of today, when a new game is created, the server ...
-1
votes
2answers
315 views
Game library for 2D animation JS browsergame [closed]
I am developing a 2D multiplayer online browsergame.
On the backend I have set up a Node.js server. Everything works perfectly.
On the frontend I will use jQuery and several libs for collision etc. ...
7
votes
1answer
1k views
Automatch / queueing players
I'm using Node.js and Redis. I'm trying to come up with a reliable way to automatch players. There is a matching server and then multiple game servers set up.
The following is what I need to have ...
5
votes
2answers
966 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 ...