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.
137 questions
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HTML5 canvas multiplayer game with node.js and Isogenic engine [closed]
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 ...
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How can I run a Phaser engine game without a window?
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 ...
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Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?
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 ...
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Gamemaker multiplayer using 39dll
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 ...
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How do I implement pixel-exact collision server-side?
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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Is it sensible to run a Socket.IO setImmediate loop for each connected player?
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 ...
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Tips for communication between JS browser game and node.js server? [closed]
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 ...
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Node.js Lockstep Multiplayer Architecture
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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Am I doing this node.js game loop wrong?
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 ...
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3
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timezone independant Date.now() for node.js game
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 ...
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Realtime multi-player game design principles for Node.js
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 ...
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Tracking player location in realtime 2d mmo
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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Approaching syncing between client and server, in a Tower Defense game
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 ...
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Collision detection in pong style multiplayer network game
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 ...
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Game library for 2D animation JS browsergame [closed]
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. ...
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Automatch / queueing players
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 ...
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Get timing correct with client side prediction
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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Persistent Data for Multiplayer, Browser-Based Games
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, ...
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Handling increasing numbers of users (server)
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 ...
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In an asynchronous server environment where player input and timed events modify data is using an in-memory array problematic?
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 ...
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How to handle shoot instructions, in a multiplayer TD
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 ...
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Shortcut for NodeJS server [closed]
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?
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General directions on developing a server side control system for JS/Canvas Action RPG
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 ...
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How can I generate a 2d navigation mesh in a dynamic environment at runtime?
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 ...
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Node.js MMO - process and/or map division
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 ...
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How can a NodeJS server be used from Game Maker HTML5?
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-...
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How to synchronise the acceleration, velocity and position of the monsters on the server with the players?
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 = ...
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How can I better implement A star algorithm with a very large set of nodes?
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 ...
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Extremely simple online multiplayer game [closed]
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
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2
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In Socket.IO, should I use JSON for communication between server and client?
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 ...
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Multiplayer HTML5, Node.js, Socket.IO [closed]
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('...
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How to keep track of players nearby other players in an MMO
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 ...
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How to update the monsters in my MMO server using Node.js and Socket.IO
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 ...
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How do I make a message based communication system between objects?
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 ...
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Latency benchmarks for WebSocket games?
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, ...
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How often to save player's state in persistent online games?
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 ...
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Common mistakes when developing a game with Socket.io and Node.js
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 ...