multiplayer

Real-time multiplayer game (concept question)

十年热恋 提交于 2019-12-20 10:14:19
问题 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

Problem in authority shifting of non-player object

删除回忆录丶 提交于 2019-12-20 06:13:26
问题 I am making a multiplayer game and I want to have player to interact with a non-player object (whose transform can be changed by any player). When I interact them with the player who joined first (or the guy who is hosting) its working but if I try to interact it with the another player (the one who joined second) the objects goes back to the location that the first player left him at. So what I tried is to shift the authority of non-player object but I am having the following errors. Anyone

How would an MMO deal with calculating and sending packets for thousands of players every tick for a live action game?

ぃ、小莉子 提交于 2019-12-20 05:43:10
问题 I am working on a game and I am thinking about getting into networking. I have been programming for about 5 years and got into game development the last 2 years. I only really learn online and from books on my own time. I am planning to make a java server for Amazon AWS EC2, but I am just wondering how MMO's handle multiple players each tick. Is it just the sheer power of servers? I am not looking for code or anything, just in general how the servers work. Does the server just do all of the

Android - Google Play Services realtime multiplayer - Automatching and waiting room bugs

吃可爱长大的小学妹 提交于 2019-12-19 21:53:59
问题 I'm doing a multiplayer realtime implementation, using the google play services. The goal is to have 4 players playing together in a room, but if there are not enought players at a time, the game should be started with only 2 or 3 players. Ideally with a timer asking the first players to wait a little. Solution 1 : I use RoomConfig.createAutoMatchCriteria(1, 3, 0); But in that case, the automatching never tries to connect 3 or 4 players, but always starts games with only 2 players

Google Play Game Services - How to Not Leave Room onPause

天涯浪子 提交于 2019-12-19 04:12:42
问题 I'm not sure why "https://stackoverflow.com/questions/18142763/is-it-possible-to-show-full-screen-activity-without-leaving-room-using-google-re" was closed as "off topic" as I have the same question. If I switch to text messaging, someone calls, etc, then onPause() and potentially onStop() will be called. I presume those are what forces one to leave the room in a multiplayer game. I would rather the game not be ruined by these events though. Is it possible to somehow stay in the room while

Unity 5.1 Networking - Spawn an object as a child for the host and all clients

六眼飞鱼酱① 提交于 2019-12-19 03:41:39
问题 I have a player object who can equip multiple weapons. When a weapon is equipped, its transform's parent is set to its hand. I have messed around with this for some time and cannot get this to work for both the host and the client. Right now I am trying to equip the weapon on the server, and tell all the clients to set their parents transforms. public NetworkInstanceId weaponNetId; [Command] void Cmd_EquipWeapon() { var weaponObject = Instantiate (Resources.Load ("Gun"), hand.position,

Prevent cheating in Rails/html5 game App (Rails 3.2/html5/javascript)

本小妞迷上赌 提交于 2019-12-13 16:55:28
问题 I'd like to know if it's possible to prevent cheating in the following case I have a Ruby on Rails app and a Active Record database I have Users (model User), that play Games(model Game) and there are Prizes (model Prize). What I want is to : 1- prevent a player from cheating/hacking on the winnings (prizes he has won) 2- prevent a player from cheating on the nb of shots he has As a user can win multiple prizes and prizes can belong to multiple users, I have a many_to_many relations: i use

Can pygame events be handled in select.select input list?

一笑奈何 提交于 2019-12-13 16:34:25
问题 The documentation for python's select.select says: Note that on Windows, it only works for sockets; on other operating systems, it also works for other file types (in particular, on Unix, it works on pipes). My group is developing a simplistic multiplayer game using pygame and sockets. (We are not using Twisted or zeromq or any similar libraries; this being the only constraint). Now, for the game design; we want the player to send data to the server when a key event occurs in the pygame

AS3. How to set-up players for real-time game?

橙三吉。 提交于 2019-12-13 06:49:09
问题 I'm creating flash fighting game 1vs1. Here is Hero (local-player) and Enemy (remote-player). How I need to setup them correctly that after connection to arena they will be spawned successfully? I mean if player 1 connects to arena he should be declared as Hero (local-player) and for him player 2 should look like Enemy (remote-player). The same for player 2. He should be declared as Hero (local-player) and for him player 1 should look like Enemy (remote-player). Here are 2 character's

Adding split-screen multiplayer to c++ game

时光怂恿深爱的人放手 提交于 2019-12-13 05:19:49
问题 I am coding for the NDS in c++ with libnds, but this question is not NDS-Specific. I currently have a text-based game in which the top screen just displays a logo, and you play on the bottom screen. So I want to add a type of single-DS multiplayer in which one player plays on the top screen, and the other on the bottom. I dont have a problem with setting up the text engine with both screens, I just need to find a method of efficiently coding in multiplayer. Below I wrote a summary or