I have some experience making multiplayer turn-based games using sockets, but I've never attempted a realtime action game. What kind of extra issues would I have to deal with? Do I need to keep a history of player actions in case lagged players do something in the past? Do I really need to use UDP packets or will TCP suffice? What else?
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I've been reading this article from Valve that seems to explain the architecture of their multiplayer system. It seems they delay rendering by a couple ticks on the client so they can handle dropped packets, but they also send packets as "delta snapshots" (the difference between two adjacent states).
Suppose we have times A, B, C, and t...
I'm trying to create a small and basic "ajax" based multiplayer game. Coordinates of objects are being given by a PHP "handler". This handler.php file is being polled every 200MS, by using ajax.
Since there is no need to poll when nothing happens, I wonder, is there something that could do the same thing without frequent polling? Eg. Co...
Hello all
im planning to build flash multilayer server ( in c++ or java )
im not coming from the flash area . But from what im reading flash does support
sockets , BUT this is not my case i need to be able to support browser flash games
so it leaves me with port 80 with http .but how can i implement good communication architecture wit...
I'm planning to build a small multiplayer game which could be run as a java applet or a flash file in the web browser. I haven't done any server programming before, so I'm wondering what sort of server architecture i should have.
It'll be easy for me to create perl/php files on the server, which the java/flash code contacts to update th...
Hi there
I'm thinking about developing online multiplayer social game. The shared state of the world would require something fast on the backend, so the potential solutions seem to be:
fast game engine on server (eg. c++ ) and some frontend language (php/python/ruby) + flash
whole stack in python (using twisted or stackless python) + ...
Hi guys I need an idea.
So in Germany we have built up a huge Wi-fi system and usually you have to login to the system to surf the web. As a gimik we want to add a multiplayer game so without having to pay for usual internet they can play a webbased multiplayer game. What multiplayer games do you know. It just has to be 2 player really....
I'm looking for a book detailing techniques for developing realtime multiplayer non-massive games, preferably focusing on the theory, rather than on APIs and underlying technology (sockets, DirectPlay, etc). Topics it would ideally cover are lag compensation, keeping stuff in sync, etc.
Does anyone know of any good book that matches the...
I am currently in the early stages of designing a browser based game using silverlight. The game is going to have many matches of 2-4 players (perhaps even up to 8) and will be turn based.
The Front end is Silverlight 3.0 since I have some experience there. I am trying to figure out what the back end should be. Since the game is turn b...
I'm creating a tower-defense game in javascript and want to have a high score and other multiplayer interactions. Probably have a couple of players start the game at the same time and tell them how fast the other guys are going and that kind of stuff.
I don't know how flash games send their scores or events to make sure the information ...
I'm working on a real-time space strategy game clone which at its time did not have any multiplayer option. I want to add multiplayer to it.
The gameplay itself is relatively long: about 10-15 hours of gameplay needed for complete a playthrough. This is very long and I don't want to force the players to play it uninterrupted or lose th...
I have made a multiplayer game using the GameKit Framework where 2 iPhones/iPods can connect to each other via bluetooth and play.
I am thinking of a way to choose which device will be able to play first. So the logical solution is to pick the host of the connection. Is there even a server and a client in the GKSession? Are they all pee...
I've been writing a 2D flash multiplayer game and a socket server. My original plan for the movement algorithm between the client and server was the following:
The client informs the server about the player's movement mode (moving forward or not moving) and the player's turning mode (not turning, turning left or turning right) whenever...
Hi, just wondering what tips people have for avoiding game synchronisation issues in multiplayer games and replays recorded off of game logic using the model in a model view controller pattern
so far im aware that its not a good idea to give non const access to the model anywhere outside of it, but apart from that im a little stuck and...
Custom control,simple,more features and plugins...
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I'm new to Flash.
I'm planning to create a game client in Flash (running in browser) that needs to talk to a server written in Java. Connection between client and server needs to be persistent.
I'm aware of XMLSocket - is that the only way to go?
Any recommendations?
Thanks!
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There's a couple of questions here.
Imagine I have client A who's going to send the following message to Server: "START MOVEMENT FORWARD".
The server will not receive this message instantly, as there is a delay because of latency.
Question 1: ping (or better: round trip time) is the amount of time it takes for the client to send a mes...
Hi, I'm programming a game in j2me in the client side, that connects to a server written in java. This game is going to have a chat feature, but as a secondary feature.
For every midlet that connects to the server, a server-game thread is spawned. These threads talk between them, so that they can synchronize and write in turns to a ser...
Hello,
I wish to create a college project on a simple online multiplayer management game which will involve players setting orders for the day/week and then obtaining profits. Being a relative beginner I am unable to figure out the architecture required for this task.
As far as I am concerned I would be needing the following things:
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My goal for now is to have a user search for other users who want to go head to head to see whom can complete a puzzle the fastest. I have an idea of this to flag user's who are currently online using the membership provider.
I would like the server to be able to send the same puzzle to two different user sessions at once and listen fo...