multiplayer

Google Play Game Services multiplayer with Activity switching

岁酱吖の 提交于 2019-11-27 02:17:18
问题 In my Android game I have a turn-based multiplayer. Users wait for opponents in the lobby and whenever exactly 3 are matched, they go to a new game room together, which is another Activity than the lobby. The docs suggest to let the Activities extend BaseGameActivity. But as I switch the Activity while players are already connected, don'I need to place the connectivity parts in a Service which my Activity then binds to? Has anyone tried already with Game Services? How to begin if I can't use

Game Center - Sending and receiving data

爷,独闯天下 提交于 2019-11-27 02:00:37
问题 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

Are WebSockets suitable for real-time multiplayer games?

拥有回忆 提交于 2019-11-26 19:08:36
问题 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

ARKit with multiple users

夙愿已清 提交于 2019-11-26 18:52:45
问题 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

What good ways are there to prevent cheating in JavaScript multiplayer games?

二次信任 提交于 2019-11-26 15:24:46
Imagine a space shooter with a scrolling level. What methods are there for preventing a malicious player from modifying the game to their benefit? Things he could do that are hard to limit server-side is auto-aiming, peeking outside the visible area, speed hacking and other things. What ways are there of preventing this? Assume that the server is any language and that the clients are connected via WebSocket. Always assume that the code is 100% hackable. Think of ways to prevent a client completely rewritten (for the purposes of cheating) from cheating. These can be things such as methods for

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

六眼飞鱼酱① 提交于 2019-11-26 15:22:40
问题 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,

What good ways are there to prevent cheating in JavaScript multiplayer games?

眉间皱痕 提交于 2019-11-26 05:30:38
问题 Imagine a space shooter with a scrolling level. What methods are there for preventing a malicious player from modifying the game to their benefit? Things he could do that are hard to limit server-side is auto-aiming, peeking outside the visible area, speed hacking and other things. What ways are there of preventing this? Assume that the server is any language and that the clients are connected via WebSocket. Always assume that the code is 100% hackable. Think of ways to prevent a client