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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 ...
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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
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
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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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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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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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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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2 answers
921 views

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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2 answers
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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 ...
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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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3 answers
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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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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 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 ...
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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:...
Chandler's user avatar
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1 answer
442 views

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 ...
devlsh's user avatar
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1 answer
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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
346 views

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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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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1 answer
2k views

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
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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
2k views

I am developing a 2D multiplayer game as follow: semi-authoritative server handle up to 40 players per game. Players and other game objects will interact/collide with each other Physics like ...
Devester's user avatar
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9 votes
2 answers
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I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've ...
devlsh's user avatar
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0 answers
226 views

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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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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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 ...
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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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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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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
8 votes
2 answers
4k views

Is SSL necessary for a web game? I'm using Node.js with socket.io. Without it, when using unsecured networks someone on the LAN could change commands being sent to the server and "take over" a player....
Ronen Ness's user avatar
3 votes
3 answers
2k views

I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a ...
Mattia Manzo Manzati's user avatar
1 vote
2 answers
359 views

I am using JavaScript + Node.js+Websockets to develop a multiplayer card game. In my single game version the Win determining calculation is done on the client side (of course) with a function. It ...
Frostless's user avatar
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0 votes
1 answer
542 views

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
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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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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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2 votes
1 answer
1k views

I have to implement cron jobs in to my MMO browser game. Its like in Travian game - you build something, and wait few minutes or hours.. But the problem is, that cron job shedulers made to be sheduled ...
mansim's user avatar
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9 votes
2 answers
2k views

I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js. What I have done: Client receives world state from server: extrapolate other players based on latest ...
Yozer's user avatar
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0 votes
3 answers
2k views

I'm new to game server develop. I'm developing a card game server. How could I make nodejs server wait for few seconds then push data to client after an event fired ? Example : in poker game, one ...
Dao Quoc Khanh's user avatar
5 votes
2 answers
1k views

What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
TheAlmightyOne's user avatar
0 votes
0 answers
131 views

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
7 votes
3 answers
5k views

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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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
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
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 ...
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0 votes
1 answer
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Recently I started developing my tiny html5 multiplayer game made in Node.js, Express.js, MongoDB(Mongoose), Socket.io and using Phaser.js. I am quite new to these frameworks and especially new to ...
UzendayoNE'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