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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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1 answer
1k views

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 ...
6 votes
1 answer
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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 ...
1 vote
2 answers
218 views

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 ...
1 vote
1 answer
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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 ...
1 vote
1 answer
843 views

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, ...
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1 answer
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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 ...
7 votes
3 answers
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I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would ...
1 vote
1 answer
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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 ...
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1 answer
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I have 2 arrays of JSON objects, actions and game objects. At any time a user can make a request from the client which can add an action to the actions array. I have a ...
0 votes
3 answers
2k views

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 ...
12 votes
3 answers
7k views

I've been reading the Valve article on multi-player networking which has been adapted from Yahn Bernier's 2001 paper called Latency Compensating Methods in Client/Server In-game Protocol Design and ...
1 vote
1 answer
860 views

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 ...
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1 answer
842 views

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 ...
5 votes
2 answers
2k views

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 ...
-1 votes
2 answers
382 views

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. ...
8 votes
1 answer
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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 ...
7 votes
2 answers
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I believe I've got my head round CSP after reading Gabriel Gambetta's blog, Valve article and buildnewgames.com but having an issue understanding the time execution of everything. So if a player ...
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3 answers
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What is generally used to store persistent data in online games - browser games/facebook apps, in particular? I have used MySQL in web development before - but I've read that it's not very scalable, ...
1 vote
1 answer
429 views

For this post, we'll assume my game is multiplayer chess as it essentially requires the same functions. User logs in to the server and requests a game - the server provides a simple matching service ...
0 votes
2 answers
108 views

So let's say I have a server running on node.js, and there is an array of player objects... At an interval, all of these player objects are looped and processed for events and changes that are based ...
2 votes
1 answer
249 views

I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain. So the server is running ...
2 votes
1 answer
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I am tired of typing "cd c:\socket\nodejs" "node testserver.js" Into the command promt.. How do I create a shortcut or bat for it?
2 votes
3 answers
487 views

Well, yesterday I asked on anti-cheat JS, and confirmed what I kind of already knew that it's just not possible. Now I wanna measure roughly how hard it is to implement a server side checking that is ...
9 votes
3 answers
13k views

So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid ...
3 votes
2 answers
1k views

I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of ...
0 votes
2 answers
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I want to create a client-server game that runs on Game Maker HTML5-NodeJS. The NodeJS server will be an AI server - a bot that acts like a human opponent and plays against the human player at a front-...
4 votes
1 answer
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I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = ...
5 votes
2 answers
7k views

I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually ...
-3 votes
1 answer
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I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, ...
6 votes
2 answers
4k views

I'm building an MMO with Socket.IO and Node.js. It works quite fast (though I don't have 1000 players yet) but my feeling is that it's not very optimized. JSON is super cool and easy to use within ...
13 votes
1 answer
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I trying create simple Multi-player with HTML5 Canvas, JavaScript(too using John Resig simple Inheritance library) and Node.js with Socket.IO. My client code: var canvas = document.getElementById('...
5 votes
5 answers
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I'm confused how to handle the players in my MMO server (using Socket.IO but I think this should apply to any MMO). Suppose there are 2 players in my server that are far away from eachother. I will ...
1 vote
1 answer
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Currently I am creating an MMO using Node.js and Socket.IO. The node server needs to handle connections for players, and also use a loop to update all monsters positions in my game and let them ...
0 votes
3 answers
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Just as I was told here, I need to make some kind of communication between objects in my game. Mainly, for achievements. How do I do this? My idea was to make every object have an array attached to ...
3 votes
1 answer
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I'm trying to find some actual latency benchmarks for using WebSockets in HTML5 games. If I were to go down this route, I'd probably end up using (as you might expect) Node.js and Socket.IO. However, ...
10 votes
3 answers
4k views

In online games, people prefer to log on and off whenever they want. Usually, their game achievements are seamlessly saved, on the server. That is not that difficult to achieve, but I am wondering how ...
7 votes
2 answers
6k views

I am not a game developer by trade but am working on a card game (that is real time, not turn based). I was wondering what the common mistakes are that people make when new to this sort of ...