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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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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('...
rhavd's user avatar
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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 ...
Yoshima's user avatar
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10 votes
3 answers
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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 ...
Lanbo's user avatar
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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 ...
Stephen's user avatar
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9 votes
2 answers
9k views

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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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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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
8 votes
1 answer
3k views

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 ...
Chris Evans'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 ...
Petteri H's user avatar
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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 ...
James P. Wright's user avatar
7 votes
2 answers
3k views

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 ...
dolyth's user avatar
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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 ...
Nick's user avatar
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6 votes
1 answer
3k views

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 ...
kalittles's user avatar
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5 votes
5 answers
3k views

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 ...
Nick's user avatar
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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 ...
Stephen's user avatar
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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
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 ...
dolyth's user avatar
  • 445
4 votes
1 answer
1k views

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 = ...
Nick's user avatar
  • 1,605
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
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
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
  • 561
3 votes
2 answers
2k views

I was wondering if Node.js was suitable for making games and apart from threads and engines, a big problem is can I port my game to Xbox or PS3/PS4?
Vinz243's user avatar
  • 133
3 votes
1 answer
5k views

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, ...
robinhoode's user avatar
3 votes
1 answer
118 views

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
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 ...
Gipsy King's user avatar
3 votes
0 answers
176 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
3 votes
0 answers
150 views

So here I made a little shooter game just to play around with and on my pc it runs fine but for people with worse internet/less powerful computers (e.g at school/few friends of mine) it is quite laggy ...
JohnT's user avatar
  • 43
3 votes
5 answers
650 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 ...
user avatar
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 ...
Billy Ninja's user avatar
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
  • 191
2 votes
1 answer
755 views

I am building a 2d top down multiplayer mmo. very lightweight. a note on architecture I am using Unity as an engine, I have a backend Nodejs/socket.io websockets server. and a main Master client ...
Svp's user avatar
  • 143
2 votes
2 answers
1k views

I am having a look at redeveloping an old flash based top-down zombie shooter game I made in highschool so that it supports multiplayer using socket.io. My ...
Marty's user avatar
  • 49
2 votes
2 answers
449 views

What I am attempting to make is a faux real-time game engine in node.js (taking advantage of the non-blocking I/O). When I say 'faux real-time' what I mean is I want players to interact with the world ...
MetaGuru's user avatar
  • 263
2 votes
1 answer
3k views

It is possible to make a multiplayer browser based game using cocos2d-javascript + node.js? If so, is there any tutorial about that?
felipebueno'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
2 votes
1 answer
141 views

I'm making a multiplayer game in HTML5 Canvas and Node using Express and Socket.io. It's a platformer style game and so far the players are able to see each other and move around on the screen. It ...
Phoenix1355's user avatar
2 votes
1 answer
1k views

I'm building this game mostly because I want to experiment with Node.js and Socket.io, and the game is more like a proof of concept. To start with, I have a 2D grid system as the game map. ...
Arch1tect's user avatar
  • 297
2 votes
3 answers
159 views

Sorry if my title is a little vague, I wasn't entirely certain how to word this specific question. I'm developing a small little MMORTS game, and in this game is the world map which consists of ...
josh's user avatar
  • 45
2 votes
0 answers
74 views

I'm trying to check if a pixel of a certain color at (x,y) has moved within a boundary of [(x1,y1),(x2,y2)] and also update its new position to console. I'm doing this as a desktop application so no ...
LazerStackr's user avatar
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 ...
MartinElvar's user avatar
2 votes
1 answer
2k views

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?
Oliver Schöning'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
  • 113
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 ...
Nikos's user avatar
  • 141
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 ...
JosephG's user avatar
  • 357
1 vote
1 answer
3k views

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 ...
Oliver Schöning's user avatar
1 vote
1 answer
681 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
1 vote
1 answer
2k views

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 ...
Nick's user avatar
  • 1,605
1 vote
1 answer
1k views

OK guys, I have some experience with 2D game development (single player only), so that's fine no questions here. The problem is with multiplayer games. I already read lots of other questions and ...
Devester's user avatar
  • 133
1 vote
1 answer
668 views

So I've been coding a little project in JS recently, using node.js and socket.io to create a server, and HTML5 canvas to draw the client side. The user receives info from the server every 20ms, and ...
Cameron C's user avatar