Skip to main content

Questions tagged [realtime]

Filter by
Sorted by
Tagged with
5 votes
5 answers
2k views

Note: the main problem has nothing to do with the TYPE of pathfinding algorithm (A*, flow-field etc), allow me to explain: I have a 2d grid and a lot of agents moving around, I want it so that ...
Xascoria Dung's user avatar
0 votes
0 answers
417 views

In Unreal Engine 5, whenever I run the game, the viewport becomes very blurry with strange artifacting and twitching. This only happens when I'm attached to the player controller. If I eject from it, ...
Candle's user avatar
  • 141
1 vote
2 answers
486 views

I was thinking about making a real-time (not tour-like) PvP game where both players among other attributes would have 'speed' attribute that would define their movement and attack speed. But because ...
Amae Saeki's user avatar
0 votes
0 answers
190 views

I would like to develop a simulation/video-game of some fish swimming in water. This simulation needs to have real time performance and the fish movement should be as physically accurate as possible. ...
Blue Nebula's user avatar
4 votes
1 answer
107 views

In Steve Swink's book "Game Feel", he talks about 3 thresholds the computer must meet in order to maintain the illusion of real-time control. The impression of motion (display above 10 ...
Ken's user avatar
  • 6,136
0 votes
2 answers
2k views

I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
m.Khaki's user avatar
3 votes
0 answers
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
1 vote
1 answer
512 views

I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...
sailormoon's user avatar
0 votes
0 answers
167 views

I am building some online multi-player web-based games. Naturally, we are using WebSockets to connect to the game server. I need to store "real-time" data for these games, things like which ...
Ryan's user avatar
  • 887
0 votes
0 answers
1k views

I have a solar system... The central star has a point light attached to it. However, objects don't cast shadows on each other... Planets are < 20 units from the star, so it's not a light falloff ...
Basic's user avatar
  • 1,287
0 votes
1 answer
210 views

I'm making an online RPG that could classify as an MMO, but I'm keeping the project scope very small by making the game's systems simple, and focusing mostly on what I want to learn: real-time ...
tonayy's user avatar
  • 101
0 votes
1 answer
5k views

I use unity. So far I know that the baked GI is less GPU processing when the game is played so if possible, I need to use baked GI. Newbie question: I'm using unity and just curious in the light ...
andio's user avatar
  • 165
1 vote
1 answer
497 views

I am kinda new to Multiplayer Games and I am really wondering how I should handle my data Should each player send and update their data to the database (server) everytime one of their essential ...
Fvnex's user avatar
  • 13
3 votes
2 answers
2k views

A hallmark of many idle games is the ability to still progress (or at least regain resources) while the game isn't active. The device can even be off. Initially I figured they just calculated ...
Weckar E.'s user avatar
  • 842
-5 votes
1 answer
704 views

In Unity what is the unit that time follows ? (milliseconds, microseconds or seconds?)
user130058's user avatar
3 votes
0 answers
224 views

Special attacks in Mortal Kombat Mobile require slow motion i.e. delay in game play. On multiplayer mode, when the opponent uses special attacks, I don't observe any lag/delay. When I use special ...
Megidd's user avatar
  • 141
-3 votes
1 answer
55 views

How is time modelled in unity? Is it same as the time in real-world?
NAnn's user avatar
  • 339
0 votes
3 answers
427 views

I know what raytracing is, but I'm a bit curious how games are able to reflect off-screen geometry using raytracing in real-time. I tried looking up the technical details but most of the articles are ...
Serberus's user avatar
1 vote
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
1 vote
1 answer
247 views

I am designing a game based around a fairly realistic simulation of 'Age of sail'-like trading and combat, and I am currently trying to decide whether to make the game a limited on-line application, ...
Monty Wild's user avatar
1 vote
0 answers
479 views

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
dontHaveName's user avatar
0 votes
1 answer
186 views

I'm doing research to implement a shadow algorithm for omnidirectional soft shadows in a real-time 3D renderer. I've read about PCF but to me it doesn't look very realistic since it doesn't "fade" ...
Daniel Marques's user avatar
2 votes
0 answers
666 views

Context I am building a MMO game in HTML5 with canvas. I use NodeJS on server & JS from scratch on client. I also use socket.io to manage realtime. The game is persistent & each player keep ...
ElJackiste's user avatar
3 votes
0 answers
2k views

I am currently working on a fighting game (with 3d graphics, gameplay like a 2d fighter) and encountered a pretty big hurdle I currently don't know how to deal with. For fighting games, input ...
FM Productions's user avatar
48 votes
17 answers
12k views

In games such as Starcraft Brood War, players at the start of the game don't have as much to do compared to later on when they have to manage multiple battles and multiple bases at once. This means at ...
user2108462's user avatar
1 vote
1 answer
100 views

I'm using the IntersectMovingAABBAABB implementation from the book Realtime Collision Detection and I'm having a little bit of ...
Philippe Paré'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
3 votes
1 answer
1k views

My game uses UDP communication only. Meaning: after the lobby connect (performed by Google Play Services), not a single TCP transmission is made. Only unreliable messages are used. The game is ...
Bram's user avatar
  • 3,744
5 votes
2 answers
1k views

I am writing an application in Unity which will be required to capture an image from a camera every frame (at ~60fps), and send the resultant data to another service running locally. The issue is, I ...
Ben Hayward's user avatar
0 votes
1 answer
3k views

I have some code to lerp between two colors over a set number of seconds, and the lerp works fine: ...
Evorlor's user avatar
  • 5,891
1 vote
1 answer
1k views

I'm working on an editor where one important feature is to save and load changes (all type of changes like adding and removing objects and their components and components property values) I want to ...
virtouso's user avatar
  • 2,680
2 votes
2 answers
2k views

Hello I want to understand how much overheads do implementing inverse kinematics in realtime add. I am looking at an implementation as such demonstrated in the video. https://www.youtube.com/watch?v=...
newbie2015's user avatar
6 votes
2 answers
19k views

Does Unity allow streaming mesh data that can be continuously changed? I have a level that is dynamically changing based on some parameters. The number of triangles stays the same, they just change ...
CoffeDeveloper's user avatar
1 vote
1 answer
974 views

I am using socket.io and HTML 5 canvas to build a MMO game as a practice. I finished the client side first and currently I am working on server side. Apparently the position/physics update is on ...
newguy's user avatar
  • 255
2 votes
2 answers
257 views

I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
Z0q's user avatar
  • 145
0 votes
0 answers
137 views

With thismethod I can create multiple separated islands just by randomly choosing a point as the center for a gradient. Now what I want to do is to have a system of real time generation like the one ...
user6245072's user avatar
80 votes
11 answers
37k views

I know that UDP is usually recommended for real-time multiplayer games with high data usage. Most articles are serval years old, and since ~80% of all data transmitted on the internet is TCP, a lot ...
KaareZ's user avatar
  • 1,943
1 vote
0 answers
895 views

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
Coffeecoffeecoffee's user avatar
0 votes
1 answer
234 views

I am creating a real time multiplayer game in unity 3d using Google Play Game Services. In my function where I deal with the positioning of players based on information that is sent from other players,...
sabo's user avatar
  • 237
0 votes
1 answer
192 views

I am creating a real time multiplayer game in Unity 3d using Google Player Services that has a ball that the players will interact with. I'm not particularly sure how I will update the ball's position ...
sabo's user avatar
  • 237
0 votes
1 answer
163 views

I'm working on an OpenSceneGraph animation, and I want events in the animation to be synchronized to a time reference provided by my audio player (BASS or FMod). Yes, this is a demo :) . Which time ...
cxw's user avatar
  • 155
2 votes
2 answers
1k views

I am developing a small-scale TB/RT Strategy hybrid, not unlike the Total War series. It's in the classic medieval setting, with only melee infantry combat currently implemented for testing. Units are ...
Stefan Stanković's user avatar
2 votes
1 answer
602 views

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
baconcheese113's user avatar
3 votes
1 answer
247 views

I have read the article here about realtime systems and am looking for examples specific to game loops. Am I correct in saying: Hard realtime systems will lag and slow down gameplay causing slow ...
David's user avatar
  • 141
0 votes
1 answer
1k views

Does anyone know if it's possible to setup a multiplayer game using libgdx in Android Studio? I've been trying to convert my game to multiplayer using all kinds of tutorials on libgdx & ...
DinoByte's user avatar
0 votes
1 answer
81 views

I am working on a prototype for a very low poly game. I can't figure out a way for a player to cut or break objects in real time without predefined fractures. For example, if a player cuts a tree, it ...
Solemn's user avatar
  • 1
0 votes
1 answer
334 views

Is it secure to allow all game clients in a multiplayer game session to store sensitive opponent player data which should be revealed in the UI only upon a certain action (e.g. enemy building type ...
user1612686's user avatar
2 votes
1 answer
2k views

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
Logicon211's user avatar
3 votes
3 answers
24k views

I am looking at here and while it's well organized a lot of links are broken: http://www.realtimerendering.com/intersections.html I am trying to find fast code that will give me the hit point and the ...
Joan Venge's user avatar
0 votes
0 answers
187 views

I am trying to figure out a way to get the Fragment Shader to output a list of gl_VertexID-s. I want to use the GPU to get a list of vertices in the viewing ...
Andreas's user avatar
  • 425