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.
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,...
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 ...
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 ...
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 ...
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 ...
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 ...
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)...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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