multiplayer

How to send an alert message to a special online user with firebase

会有一股神秘感。 提交于 2019-11-28 07:52:10
I'm trying to make a "FourConnect"-game with javascript. I want, that there is a list from all online users. This list I've made with the example on the firebase site. Now I want that I can choose one online user and send them a invitation to play with me. So I wrote a function, that all users expect of me have an additional div. When I click on the div this special user should get a confirm box to say okey or cancel. If the user clicks okey the play should begin. I'll save the name and the id from the user. This already works. My problem is, that I don't know how to send the request to the

Game Center - Sending and receiving data

偶尔善良 提交于 2019-11-28 07:51:06
EDIT: I have made a clean, new project, but still can't get it working. Please download it, there is a little code to look at and probably easy for a professional or anyone remotely experience to see whats I am doing wrong. Just trying to send that integer. http://www.2shared.com/file/fPOCLlg5/gkTest.html Hi I am trying to implement Game Center multiplayer in my iphone game and having trouble understanding the samples I have at hand in the Apple Docs and from third parties concerning sending and receiving data. Could someone please explain the code samples in the Official Apple docs here

how to make Multiplayer Game [closed]

时光怂恿深爱的人放手 提交于 2019-11-28 02:55:49
I already knew the basic of android programming, especially the one at game. now I want to try multiplayer game. but I dont have any background about multiplayer game. so I want have a number of question : What is the basic of multiplayer programming? how is the communication method for multiplayer? should it bluetooth? or maybe client-server ? or maybe peer to peer? if the game that I want to make required 2 android handset near each other? what should I know in order to understand this multiplayer? is there any basic tutorial about how to make multiplayer game? can an android handset acted

Multiplayer game in Java. Connect client (player) to game that was created by other client

强颜欢笑 提交于 2019-11-27 23:10:28
问题 I am working on multiplayer game and I cant to find out how can I connect other clients to the created game. I mean that client A create a socket connection to the server and how other clients (A,B...) can connect to the client A? Can somebody help me please? P.S. I'm new with network programming, so if you can attach some example i would be very grateful. 回答1: Another client cannot be connected to the Client A because of his firewall. You can create two majors kinds of network: Server-Client

Are WebSockets suitable for real-time multiplayer games?

笑着哭i 提交于 2019-11-27 17:50:19
I'm interested in building a small real-time multiplayer game, using HTML5/JavaScript for the client and probably Java for the server software. I looked into WebSockets a bit, but it appears I had misconceptions on what WebSockets actually are. I had initially thought of WebSockets as just JavaScript's way of handling TCP sockets, just as they are used in Java and other languages, but it appears there is a whole handshaking process that must take place, and each transmission includes much HTTP overhead (and in that case, the benefits over Ajax do not seem as exciting as at a first glance)? On

ARKit with multiple users

删除回忆录丶 提交于 2019-11-27 17:08:25
What is the best way, if any, to use Apple's new ARKit with multiple users/devices? It seems that each devices gets its own scene understanding individually. My best guess so far is to use raw features points positions and try to match them across devices to glue together the different points of views since ARKit doesn't offer any absolute referential reference. ===Edit1, Things I've tried=== 1) Feature points I've played around and with the exposed raw features points and I'm now convinced that in their current state they are a dead end: they are not raw feature points, they only expose

Can I use the Unity networking HLAPI without paying for the Unity Multiplayer service?

六眼飞鱼酱① 提交于 2019-11-27 11:03:51
I saw Unity's Multiplayer service page , and I'm completely confused: Can I use Unity's high-level networking API (NetworkManager / NetworkManagerHUD) in a published game without paying for Unity Matchmaker and the Relay servers (whatever those are)? I have my own cloud-based VM that I want to run a dedicated server on. My project is just a small game I would play with my friends (nothing commercial or large-scale). I want to run a published copy of that game in dedicated server mode on my VM, and have my friends run their published client copy and connect to the server via the NetworkManager.

Is there an alternative of ajax that does not require polling without server side modifications?

烂漫一生 提交于 2019-11-27 07:38:30
问题 I'm trying to create a small and basic "ajax" based multiplayer game. Coordinates of objects are being given by a PHP "handler". This handler.php file is being polled every 200MS, by using ajax. Since there is no need to poll when nothing happens, I wonder, is there something that could do the same thing without frequent polling? Eg. Comet, though I heard that you need to configure server side applications for Comet. It's a shared webserver, so I can't do that. Maybe prevent the handler.php

how to make Multiplayer Game [closed]

无人久伴 提交于 2019-11-27 05:01:28
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 5 years ago . I already knew the basic of android programming, especially the one at game. now I want to try multiplayer game. but I dont have any background about multiplayer game. so I want have a number of question : What is the basic of multiplayer programming? how is the communication

How do I sync non-player GameObject properties in UNet/Unity5?

让人想犯罪 __ 提交于 2019-11-27 02:54:59
问题 I'm working on and learning some basics of Unity 5, UNET, and networking. I made a simple 3D game where you go around and change the colors of objects. But I want to make it multiplayer now, and I am having lots of trouble figuring out how to send the changes over the network so all players can see a single player's color change. Part of the issue is that it has been difficult to find the answer using the newer UNET networking engine. And sometimes I come across answers that are for the older