multiplayer

Mutli Player Game synchronization

房东的猫 提交于 2019-12-03 09:55:49
问题 The Situation: I would like to ask what's the best logic for synchronizing objects in a multiplayer 1:1 game using BT or a web server. The game has two players, each of them has multiple guns & bullets, the bullets are created dynamically and disappear after a while, the players my move objects around simultaneously. The Problem: I have a real issue with synchronization, since the bullets on one device may be faster than other, also they may have already gone or hit an object on one device

Movement “algorithm” in client-server Multiplayer (MMO) Games?

会有一股神秘感。 提交于 2019-12-03 06:51:31
I've been writing a 2D flash multiplayer game and a socket server. My original plan for the movement algorithm between the client and server was the following: The client informs the server about the player's movement mode (moving forward or not moving) and the player's turning mode (not turning, turning left or turning right) whenever these change. The server loops all players every few milliseconds and calculates the angle turned and distance moved, based on the difference in time. The same calculation is done by the client. My current calculation for the client (same math is used in server)

How online-game clients are able to exchange data through internet so fast?

谁都会走 提交于 2019-12-03 05:22:36
Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet . On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings. So, the questions are... What protocol game clients are usually using for exchanging information

Mutli Player Game synchronization

五迷三道 提交于 2019-12-03 00:29:48
The Situation: I would like to ask what's the best logic for synchronizing objects in a multiplayer 1:1 game using BT or a web server. The game has two players, each of them has multiple guns & bullets, the bullets are created dynamically and disappear after a while, the players my move objects around simultaneously. The Problem: I have a real issue with synchronization, since the bullets on one device may be faster than other, also they may have already gone or hit an object on one device while on the other its still in the air. Possibilities? What is the best way of handling synchonization

Real-time multiplayer game (concept question)

你。 提交于 2019-12-02 21:30:55
I've been reading this article from Valve that seems to explain the architecture of their multiplayer system. It seems they delay rendering by a couple ticks on the client so they can handle dropped packets, but they also send packets as "delta snapshots" (the difference between two adjacent states). Suppose we have times A, B, C, and the client is correct at time A but drops the packet at B, and then receives the one at C. How can it correctly deduce the state at time C? The packet at C only tells (I think) the delta between states B and C, and the client only knows the state at A. What am I

How to successfully integrate AppWarp to ActionScript 3 code?

╄→гoц情女王★ 提交于 2019-12-02 13:19:45
问题 I want to create flash multiplayer game for Facebook . I already done with game's code, just I don't know how to integrate AppWarp correctly. I've created app on AppHq, have Api and secret keys, also created room an I have room's ID. When In my main class ActionScript 3.0 code I try to use this: public class Script extends MovieClip { public var roomID:String = "my room id"; private var apiKey:String = "my api key" private var secretKey:String = "my secret"; private var listener

How to successfully integrate AppWarp to ActionScript 3 code?

我怕爱的太早我们不能终老 提交于 2019-12-02 03:17:21
I want to create flash multiplayer game for Facebook . I already done with game's code, just I don't know how to integrate AppWarp correctly. I've created app on AppHq, have Api and secret keys, also created room an I have room's ID. When In my main class ActionScript 3.0 code I try to use this: public class Script extends MovieClip { public var roomID:String = "my room id"; private var apiKey:String = "my api key" private var secretKey:String = "my secret"; private var listener:AppWarpListener; } public function Script() { WarpClient.initialize(apiKey, secretKey); WarpClient.getInstance()

Game Center invite fails immediately

萝らか妹 提交于 2019-12-01 18:17:06
We're having a problem with sending invites with GKGameCenterViewController . The view controller opens up just fine, but when we try to send an invite to somebody, it immediately fails. Both accounts have game center invites enabled and finding other players through the GKGameViewController works fine. Here's the code we're using to manage the invites: This method is called as soon as the GKLocalPlayer is authenticated (authentication is called from GameViewController , this code is in a separate Game Center managing class): internal func authenticationChanged() { if GKLocalPlayer.localPlayer

Game Center invite fails immediately

≡放荡痞女 提交于 2019-12-01 18:02:13
问题 We're having a problem with sending invites with GKGameCenterViewController . The view controller opens up just fine, but when we try to send an invite to somebody, it immediately fails. Both accounts have game center invites enabled and finding other players through the GKGameViewController works fine. Here's the code we're using to manage the invites: This method is called as soon as the GKLocalPlayer is authenticated (authentication is called from GameViewController , this code is in a

Game Center InviteFailed

走远了吗. 提交于 2019-12-01 17:53:42
I'm am attempting to send a Game Center invitation. Sending from the simulator to a device or from a device to the simulator results in an InviteFailed error. What might be the problem? Incorrect implementation? Low Internet speed? Or is it not possible to test Game Center invites with the simulator? Thanks As far as I am aware you cannot test multiplayer in the simulator. You will need two devices. Even though the invite functionality doesn't work in the simulator, you can still test multiplayer in the simulator using findMatchForRequest (kind of like an auto-match function): [[GKMatchmaker