I'm working on a multiplayer flash game. The server informs each client what other players are near the player. To do this the server has to check which clients are near each other continuously. The following is what I am using at this moment, as a temporary solution:
private function checkVisibilities()
{
foreach ($this->socketClie...
Hi all!
Can anyone recommend an easy to use, fast and reliable C++ API for sending and receiving data over a UDP socket? Maybe something that is specifcally intended for multiplayer games?
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I'm attempting to create a C++ plugin for a realtime 3D game. Although I believe to have a firm grasp on the theory of UDP, how it works, what its strengths and weaknesses are, my primary matter of concern is performance, scalability and likely statistics. I am aware that I probably know only about a drop in the oceans worth when it come...
Do you think that Twisted Spread may be suitable (in terms of performance) for a multiplayer racing simulator? The rest of the application is based on Python-Ogre.
Can Perspective Broker run upon (reliable?) UDP?
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I am building a small multipliplayer which will need the following:
it must be written in Delphi
must support Internet connection (not only LAN)
work over HTTP
support some encryption of the packets (it may be custom)
be able to send commands to the server
be able to receive responses from the server
be able to connect up to 8 players ...
I have the beginnings of a small multiplayer game that I'm writing in python as a learning exercise. Currently the server runs at 10 fps, while the clients run at whatever rate they like. This works well to conserve bandwidth, but unless the client tells the server when its input happened, all input gets quantized to 100ms intervals. How...
I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send only the commands through the network while running the same simulation at every player.
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Hi,
I am currently building a multiplayer system, and I have a design question about how to manage lot small variations of data between lot of objects.
I'll start with an example: Let's say I have 3 players: A, B and C.
A is friendly with B and enemies with C. That means, I must show C that A is an enemy and B that A is friendly.
Now I ...
Right now I'm trying to make a mmorpg for the iPhone. I have it set up so that the iPhone requests for the player positions several times a second. How it does this is that the client sends a request using asynchronous NSURLConnection to a php page that loads the positions from a mysql database and returns it in json. However, it takes a...
My webhost has rules against socket servers so I've been looking into GAE.
Does anyone know of a socket server that can successfully run on GAE? I'm using it for flash so anything like smartfox would be amazing if it's possible.
Thanks.
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Can anyone tell me some good cheap webhost servers that come with smartfox server for flash?
Thanks.
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Hi, I'm trying to make an online MMO in Java. It will be a simple one where you get a character and can move around and shoot other players, all in top-down 2D. The server will be multithreaded and in Java, and the client will also be in Java. The client will send all user input to the server and the server will handle all the logic (mov...
I'm kinda new to c++ programming and I'm coding an object manager to a multiplayer game but I'm having some doubts about how to manage the client objects. The client object is composed of connected client parameters (like IP, connected time, received data etc).
In order to avoid memory fragmentation, I'm planning to allocate a object po...
How can I guarantee that floating point calculations in a .NET application (say in C#) always produce the same bit-exact result? Especially when using different versions of .NET and running on different platforms (x86 vs x86_64). Inaccuracies of floating point operations do not matter.
In Java I'd use strictfp. In C/C++ and other low le...
What precisely do I need to make a multi-player game on smartphones like Blackberry and Android? I know that I have to implement a server by using sockets in Java. How? Can anyone guide me on that?
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Hello,
I am running an online flash multiplayer game. However, I have been facing a problem lately where some users cannot actually completely load all the resources required to run the game. The percentage that users get stuck at is different for different users (for instance, one could get stuck at 43% and some other at 91%).
I don't...
I want to make a simple game so that I can play against my friends at school. The school uses macs. Also if you can't make online games with flash what can I use. Also can they be 3-d if I eventually get good at making games?
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Hey guys,
After toying around with this for hours, I simply cannot find a solution. I'm working on a WebSocket server using "node.js" for a canvas based online game I'm developing. My game can connect to the server just fine, it accepts the handshake and can even send messages to the server. However, when the server responds to the clie...
When I was writing a simple server for a simple client <> server multiplayer game, I thought of the following text-based protocol using a translation library. Basically, each command had a certain meaning, eg:
1 = character starts turning right
2 = character starts turning left
3 = character stops turning
4 = character starts moving for...
Hi,
I'm coding simple game which I plan to make multiplayer (over the network) as my university project.
I'm considering two scenarios for client-server communication:
The physics (they're trivial! I should call it "collision tests" in fact :) ) are processed on server machine only. Therefore the communication looks like
Client1->Serve...