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3 votes
Accepted

Check if client is alive

This is a good solution, since it allows both sides to know that their partner is alive. Call it "keepalive" or "hearbeat". Added benefit, when done frequently (1/sec) you can monitor lag / ping.
Kromster's user avatar
  • 10.7k
2 votes
Accepted

Could a Peer-To-Peer network architecture be good for my fighting game

You have multiple problems with your current implementation. First of all, the biggest problem with peer-to-peer (or P2P for short) networking is, that it isn't designed for games. Due to it's nature,...
Bálint's user avatar
  • 15.1k
2 votes
Accepted

TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?

Running both TCP and UDP in parallel just leads to problems. Also, you might not need all the reliability features of TCP, so it might be overkill anyway. Most games solve this problem by replicating ...
Philipp's user avatar
  • 123k
2 votes
Accepted

does it matter to send less data over network in a realtime multiplayer game?

The simple rule the thumb: The more you transmit, the slower it is. But if that is noticeable on your game is another matter. It depends as well what kind of data you submit/ get. JSON just makes it ...
Zibelas's user avatar
  • 5,099
1 vote

does it matter to send less data over network in a realtime multiplayer game?

So you can technically just write until you hit the max. But UDP is lossy - so there’s a chance that whole packet will just disappear into the ether. In addition the large packet will likely include ...
Angelo R.'s user avatar
  • 141
1 vote
Accepted

How to upload a certificate in Unity for an SSL connection

I see no reason why you would download the certificate at runtime. You would have to download it over an unencrypted connection, so it could potentially be modified (unlikely but not impossible). And ...
Philipp's user avatar
  • 123k
1 vote

Fast Serialization for Multiplayer Gaming

is serializing an entire object an acceptable way to send game info over the internet. Yes and No, if the objects data is reasonably small and serialization is fast there's no problem. You generally ...
VaTTeRGeR's user avatar
  • 786
1 vote
Accepted

Handling bad network clients using socket.io

Packets don't receive to another clients or delayed heavily! Since you didn't provide any definitive information (like your servers update loop or some pseudo-code) i have guess: Are you (or Socket.io)...
VaTTeRGeR's user avatar
  • 786
1 vote

Trying to understand exactly how the server sends data to the client to prevent malicious actions

In our game the player can move his character by right clicking where they want to go. Does this mean the movement happens on the client side or should the client send a coordinate to the server and ...
Philipp's user avatar
  • 123k
1 vote

Unreal Engine 4.18 - Knife (Weapon) collides with character capsule collision

Following is the answer for blueprints Ignore Knife with reference to Capsule Component In your character blueprint > event graph draw a new connection from Event BeginPlay node, select Ignore Actor ...
Ramachandra Junior's user avatar
1 vote
Accepted

World & client listening, use multi-threading or multi-process?

First of all, you should see what your platform offers you. Most networking systems will offer some form of non-blocking socket API where the nasty multi-threading is left to the operating system. All ...
Philipp's user avatar
  • 123k
1 vote
Accepted

How would a server handle sending entity updates to clients?

First of all, you're using Java and LibGDX, so you have access to UDP. UDP is better in a lot of aspects than TCP if you make anything but a strategy or puzzle game (as a rule of thumb, UDP is better ...
Bálint's user avatar
  • 15.1k
1 vote

How to keep server-client clocks in-sync for precision networked games like Quake 3?

This is all very game specific, but in general: Unless you're doing fixed timestep synchronized simulation like in fighting games where each frame is extremely important, there's no reason to ...
Dan's user avatar
  • 501
1 vote

How to keep server-client clocks in-sync for precision networked games like Quake 3?

Synchronizing clocks is the wrong idea to take here. You really want to synchronize simulations. You do this by creating a simulation that has deterministic behavior on both the client and server. The ...
kevzettler's user avatar

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