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Questions tagged [node.js]

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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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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Hey please sorry if I sound dumb and correct me! So, I am building multiplayer game using react.js,express.js and socket.io and now really want to deploy after building so and also i want to make my ...
Vivek Shah's user avatar
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I'm trying to build my multiplayer game to WebGL in Unity (using Mirror). However, when I press "build", it gives me the following three errors: ...
kalilamodow's user avatar
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I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
hmmmm'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
1 vote
1 answer
680 views

I built a multiplayer fighting game with impactjs, socket.io and nodejs and faced with "change variables hack" (I want to call it like this). All my current logic with jump, running, shoot ...
李白 puer's user avatar
3 votes
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175 views

This is my first foray into game-dev and I only have webapp experience professionally. I'm creating a browser game in nodejs/react. It is mostly text-based, so no intensive graphics (think chess.com ...
WaveRunner's user avatar
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266 views

How do games handle arrays/objects of billions of lines to load every gameobject/players positions of big maps for example (server side, for authoritative servers)? I understand it could be split ...
Owow's user avatar
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800 views

I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop. I'm currently using a setinterval every 15ms, but someone ...
Wild Royal's user avatar
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2 answers
357 views

Scenario: 4 players, each can have from 1 to 100 pawns. I want to be able to efficiently check if Player 1's pawns collides with Player 2, 3, and 4. Currently I have an AABB check, done first on ...
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I have been kicking around an idea for creating a web based game where they can upload images in order to create random monsters/items. This I thought was most similar to how monster rancher ...
Dean Petty's user avatar
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1 answer
253 views

I am working on a coding/gaming application. I am currently stuck in the daily missions part. So, the user receives some missions each day, such as solving a problem, following another user, or ...
nour karoui's user avatar
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235 views

I have a turn based card game node app, and in development env I store all game states in memory (1 object per "game" in a big parent object) since these objects are constantly changing and ...
Roy's user avatar
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I wanted to understand - Is there a way where we can verify if certain image is 3D or not So basically I want to automate the process where we can detect if certain given image is of 3D or not Problem:...
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I'm making a MMO Bullet Hell game on Game Maker Studio 2 with a node.js server and I'm already able to receive and send information through UDP connections. I NEED to keep the server as fast as ...
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196 views

In an authoritative game server working with websockets, should you store every action to the database before sending the response to the client? The risk is the slow response time. Or should the ...
Arty's user avatar
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1 answer
400 views

I am following the boardgame.io tutorial, but I do not want to use either of the two implementation options covered in the tutorial (React and Parcel). The tutorial requires a framework or bundling ...
Jim U's user avatar
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1 answer
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I'm creating an isometric game which currently uses A* Pathfinding on a basic grid representation of the map. Having elevations and allowing the Players to traverse up-and-down is an integral part of ...
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At scale for multi-users, what is the proper way to implement timer updates? I'm making a game where Users have buildings to upgrade which involve timers (Yes I know there are plenty of questions ...
ChrisW's user avatar
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I'm going to develop a real-time browser game using NodeJS in backend for a fast WebSocket, but I'll both prevent bots and other cheats, so my frontend JS might be very advanced. I'm experienced with ...
Lasse Brustad's user avatar
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I'm currently developing a 2D game in the browser with Nodejs and Canvas. Im simulating the world state in the server side with a timestep of 60 frames per second. Im only sending a snapshot of the ...
Paco S's user avatar
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I am creating a multiplayer HTML game which focuses on manipulating planet trajectories with gravity points. I am creating bunch of planets with random initial velocity and random direction and i am ...
viraj chavda's user avatar
1 vote
1 answer
106 views

I have recently uploaded a server with node js in my AWS environment and added a HTTPS listener in my load balancer. Also generated a certificate using ACM(AWS certificate manager) for my google ...
videogamechef's user avatar
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1 answer
80 views

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js? If so point me in the correct direction to read more.
morgansbyers's user avatar
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55 views

We have been working in a Node.js game, part of a game network, which seems to be working slower and slower as you keep it open, as well as it seems to increase the RAM and CPU usage over time. We ...
Chris Russo's user avatar
1 vote
1 answer
81 views

I'm currently creating a simultaneous turn based card game in which two players play cards in three lanes to determine who wins points in these lanes. I've been struggling this past week trying to ...
Rohan Williams's user avatar
3 votes
2 answers
3k views

I am using some unity "socket-io" plugin i found on the asset store. (its essentially just a scoket.io wrapper for websocket-sharp) everything works absolutely fine, i can catch clients connecting or ...
Nick's user avatar
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1 vote
1 answer
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So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
DanteVentura's user avatar
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1 answer
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I am starting to use phaser to create games and I found a problem that I can not find for more tests that I did. I can not show the images I am uploading. You only see a small square in the center, (I ...
Miguel Espeso's user avatar
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1 answer
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I recently started coding a game with one of my friends and he is taking care of the front end and I am doing the back end. I read many blogs/articles/tutorials on how the back end communicates with ...
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We are working in a simple MP strategy game using Node, Express and Sockets! I'm wondering if there's an easy approach to a transformation to make a Top View game into a 3D Isometric, without adding a ...
Chris Russo's user avatar
1 vote
1 answer
153 views

I am implementing a pretty straightforward client/server multiplayer architecture with Socket.IO and am having an issue where my client framerate seems to be faster than the servers. I have both ...
zpr's user avatar
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1 vote
1 answer
997 views

I'm making a simple game and I use requestAnimationFrame. Now the problem is that when I change to another tab the game pauses and when I return the game continues. ...
CupOfCoffee's user avatar
4 votes
2 answers
195 views

I've been thinking about this a lot. I am trying to implement a simple multiplayer game but I have difficulty figuring out how to "share the scene". For example, there are non-player entities like ...
mcdonald reversed's user avatar
0 votes
2 answers
272 views

Im doing a online game havingclient, js html5, and server, nodejs with websockets. I've read some blogs about websockets security, and its limitations, but no real implementation or example. Could ...
franmcod's user avatar
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1 answer
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I'm creating a 2-player online game using Node.js with Express and Socket.IO My task is to create a new room when 1st, 2nd, etc ... rooms are full. From this article I know how to create one room for ...
Vitozz_RDX's user avatar
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3 answers
3k views

I'm building a 2D MORPG using JavaScript, Node JS and socket.io To prevent cheating, I have to run all collisions for all players on my server. I'm currently doing fairly simple square collisions ...
Pascal Claes's user avatar
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1 answer
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I'm working on a fairly simple JavaScript + Node JS + socket.io (M)MORPG where multiple people play in the same world. This is actually working, but cheating is insanely easy at the moment. My goal ...
Pascal Claes's user avatar
1 vote
0 answers
60 views

I'm making a game with Unity. The game's multiplayer server runs on Node, but it's only run on my own machine. How do I bundle Node to my game's installer to install it on my player's machine?
Tomomi Sawako's user avatar
0 votes
1 answer
88 views

I want to access the variable recipes defined in this code below. Unfortunately I have to define my recipes inside ...
Spaceboard's user avatar
3 votes
5 answers
648 views

CONTEXT: I am currently developing the front-end/ client of a simple browser game using HTML5 Canvas/JavaScript. In the future, I would like to add a multi-player dimension to it, most likely using ...
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0 votes
2 answers
200 views

I want to make a game where users create their content and embed it in a block-chain. For example, they have a small x,y grid. In the grid they place objects... After the grid is made they share it ...
scranley's user avatar
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1 vote
1 answer
2k views

I'm making a multiplayer game using socketio + nodejs. Currently I use setInterval on my server and requestAnimation on my client render. Now I want to create multiple game instances for each room and ...
user111794's user avatar
0 votes
1 answer
3k views

I am creating a browser game that allows players to fight monsters using Nodejs, Socket.io and ...
Valamorde's user avatar
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0 votes
2 answers
699 views

I'm creating a multiplayer platformer game with 4 players in multiple rooms. I've read a lot of articles and researched about client prediction and lag compensations. I think I can somehow manage to ...
Jason's user avatar
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0 votes
1 answer
565 views

I'm building an hmtl5 real time game using socket.IO and node.js. If you've heard of the classic game "pong", I'm going for that. When you consider the gameplay for this game, it becomes apparent that ...
Caleb Bertrand's user avatar
0 votes
1 answer
141 views

Today my mind is a little foggy, the right thing was for me to do it the other day, but I will not, I will continue today. XD I need some help to think and find a way that works without bugs. What I'...
PerduGames's user avatar
0 votes
1 answer
345 views

I'm surprised I couldn't find much information on this. I am making a top-down browser game in which the players see a small section around their player (see the image). Since the player doesn't need ...
James Hp's user avatar
2 votes
1 answer
758 views

I'm writing a tank trouble clone just for fun using phaser and node, so this is my tank instantiation ...
hashcode55's user avatar
0 votes
2 answers
2k views

I am building a 2D top-down MMO that's very lightweight. I have a master client that determines everything's position and actions, and sends this information to all other clients. Now I have made a ...
Svp's user avatar
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