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Questions tagged [networking]

Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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Godot Version 4.5 Stable I'm trying to create a multiplayer game. Since this is my first multiplayer game I started with a simple LAN setup. How it is supposed to work: When ...
Nabir14's user avatar
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My question relates to content rotation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
Arunabh's user avatar
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Let's assume the following situation: I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
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I'm developing a mod for a closed source game, which rewrites the netcode and game state handling systems to use GGPO. Working on the state save/load systems, I'm noticing a lot of issues dealing with ...
MetalCrow's user avatar
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I'm currently working with replication in Unreal Engine and am wondering whether I'm using RPC Functions too much. Most of my functions that are called on the server are unreliable. For example, I was ...
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Is it used? I found out about libraries such as DPDK are used for userland implementation of protocols and bypassing the kernel. This (kernel bypassing) is done for really performance-sensitive ...
Zebrafish's user avatar
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Im implementing my own version of client prediction and server reconciliation for a custom pawn in unreal engine 5, since i couldnt use the default unreal character for my needs, as it forces you into ...
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Background I am creating a networked web game using NodeJS, Express, and SocketIO (Note, however, that this question is agnostic to implementation details). I have implemented a client-server ...
Rob's user avatar
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I'm new to game development, I know C++ and I'm learning Asio (not Boost). I want to know how to structure my server to listen on multiple ports while having authentication so the client is secure ...
VoldgalfTheWizard's user avatar
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I want to have some basic Rollback Netcode for a side project. I've been watching some basic conceptual breakdowns and tutorials to get an understanding of how it works. But I can't seem to find a ...
Sad Robot's user avatar
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I've been developing games as a hobby for a few years now and one thing that I like to do is to replicate games or a specific mechanic about them to understand how they work. I am sorry in advance ...
Guilherme Conti's user avatar
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I'm trying to make a multiplayer dungeon-crawl game. I have the ability to make it so that every client can be inside the same dungeon, but I want it so that players can be in separate dungeons with ...
Anthony's user avatar
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I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
Leon Frickenschmidt's user avatar
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I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
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I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...
SquishyGrape's user avatar
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In reference to the snapshot and delta compression approach popularized by Quake 3, but with ECS. Understand the delta should only contain changes — makes sense. However, if a snapshot delta no longer ...
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I'm encountering an issue while using the NetworkDriver.Create method in Unity Networking and I could use some assistance. Here's the code snippet where I'm facing ...
Navid's user avatar
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I am new to networking. I am currently using C# TCP/UDP for my multiplayer Unity game. I send player movement by sending a packet with a header containing clientid assigned by the server to the client....
EndermanPVP HK's user avatar
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I am using this Kinematic Character Control package I setup some Character Controls and all looks like it works fine in local. I am trying to setup some basic Networking. I installed Network for ...
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I am trying to get a menu system going for my game. At the moment most of it works. I have been working with the relay system where it gives you a code you input and connect to a hosted server. The ...
WestMansionHero's user avatar
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The enemies in my game are underpinned with a FSM with the motion planning handled by vector steering behaviors, in short - It just calculates a new vector based on obstacles/other objects around it. ...
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I am learning about networking for game development and need some insight. My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
Gus Funder's user avatar
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My Unity project uses the Mirror Networking component and I am using an AWS free tier EC2 instance to host it. I configured the instance following this guide from the Mirror documentation, including ...
Michael's user avatar
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I am creating a system in Unity using Mirror Networking which will only require one host/server and one client. It is a WebGL build so the client will connect on a browser. I want to send commands ...
Michael's user avatar
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I've been trying to code a multiplayer client/server prototype game using SFML's networking. My server and client use TcpSelectors to wait for a certain amount of time for incoming packets without ...
xGolden's user avatar
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I am implementing network rollbacker in real-time action game and found out a very strange issue where local (non-master) player is moved a bit forward then back when changing input. After narrowing ...
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Context: This is for a multi-player shooting game. It's coded in TypeScript however this question is moreso a netcode/theoretical question rather than a question regarding implementation. My game ...
leozheng's user avatar
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Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic. But how can any ...
Maxgmer's user avatar
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Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
Michael Moreno's user avatar
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I want to do a number of things after calling the functions NetworkManager.Singleton.StartHost() and ...
Alec McKay's user avatar
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I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed. From what I know, it is bad practice to send over client positions whenever ...
TakeMeHomeCountryRoads's user avatar
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When sending an invite with SteamFriends.InviteUserToGame(steamID, "") the receiver doesn't get the invite, even though the InviteUserToGame function ...
Nathaniel Stauffer's user avatar
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Brief intro 1: about me: I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
Physician's user avatar
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The problem: Let's say we want to create top down MMORPG in browser, and we started with implementing movement of your character. Okay, so how it works? Character gets inputs and compares if they are ...
saqirmdev's user avatar
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With the media framework, it’s now quite easy to use webcam or phone camera footage directly in the game. Is there also a way to share this footage in a multiplayer game? So player A can see the ...
Apothem Da Munster's user avatar
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I started with the example client and server from here and modified the client to send a response back to the server... which never arrives. What am I doing wrong? How do I do this? Server: ...
gyozo kudor's user avatar
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My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server. Right now, when I pass ...
cadburia's user avatar
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I have a two processes - a client sending player input data to the server, via TCP. Right now, it's sending 60 input updates per second. The first update arrives promptly in my test system, where both ...
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I'm struggling with how to handle a particular situation in a prediction/reconciliation server model. At t=0, Player A is firing. Player B is moving into A's line ...
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I'm making a driving game in Pygame, and want to give a player the option to send game data to a Forza-compatible dashboard app (like SIM Dashboard) or to an OBD app (like RevHeadz). How do I do so? ...
s3246's user avatar
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I have a client, and it's basically a potato client. What I mean by that is it's code is something like this: (This is a junky version of the code, just to make a point) ...
Henery Johnson's user avatar
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2 answers
495 views

I have a player controller attached to the Player prefab - along with the NGO components Network Object Client Network Transform Network Animator In the Network Manager I have the Player prefab added ...
Kevin_Buckeejit's user avatar
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I want to create a Unity WebGL application, that will run in a browser. I want to allow this application to "listen" for messages, so it needs to be a server. What could be the developing ...
stighy's user avatar
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1 answer
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I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
1 vote
1 answer
293 views

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
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In my game there is a 'Shuffle()' function that both clients and the host can access that shuffles pieces around on a board: ...
kayra yorulmaz's user avatar
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We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
HodorKing's user avatar
1 vote
1 answer
253 views

Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
AseN's user avatar
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2 votes
3 answers
234 views

I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game. One game instance acts as the host and I try to implement the synchronization of the ...
akarnokd's user avatar
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1 answer
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I am creating a simple 2d multiplayer game supported by the Netty library. The server is located on my local computer. I have a problem: why are some clients unable to connect? I tested on several ...
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