multiplayer

Can I make a multiplayer Phaser game using Lance?

人盡茶涼 提交于 2019-12-05 16:20:09
How do I take an existing Phaser game and make it multiplayer? Can I use the Lance library for this purpose? Both libraries control their own game objects so I don't know how to use the two frameworks together in the same game. Disclaimer: I am one of the co-creators of Lance Unfortunately, Phaser's 2.* architecture makes it hard to pair with Lance to make Realtime Javascript Multiplayer games. The issue is that Phaser makes a lot of assumptions that don't hold for a multiplayer setting. For example, the rendering and game loop are tied together. The server, obviously doesn't need to render

Smooth MultiPlayer movement

我的梦境 提交于 2019-12-05 09:23:34
i am developing a multiplayer roleplaying game, (No, its not a mmorpg. ;) My current setup is like this. Client tells the server "I want to move forward"/"I want to move backwards", the server then updates your entity, and informs all clients in the area about the change. The server is also updating each entity every 20ms and sending updates every 100ms to the clients, these updates contains position, velocity, rotation etc. So far so good, however i have nothing in store for smoothing the movement between the packets on the client side, and i must say, i can not get it working. I have been

GameCenter Invitation Handler

南楼画角 提交于 2019-12-05 07:27:47
trying to implement a multiplayer. Using the sample from Game Center - Sending and receiving data . Everything seems okay, but in apple documentation there is also said about invitation handler. [GKMatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite *acceptedInvite, NSArray *playersToInvite) { // Insert application-specific code here to clean up any games in progress. if (acceptedInvite) { GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithInvite:acceptedInvite] autorelease]; mmvc.matchmakerDelegate = self; [self presentModalViewController:mmvc animated:YES]; }

How to get the Profile image of Participant in RealTimeMultiplayer using Google Play Game Services

拥有回忆 提交于 2019-12-04 19:46:22
I am building a game using google play game services on RealTimeMultiplayer concept, my questions is how to get access the all participants profile image to display. i am new to the google play game services, not found a solutions or any guidance on API. please guide me, can we access and how to access? Using the ImageManager class to load the ImagerUri is how I tackle it. Below, I loop through each Participant in the currentRoom, and request their IconImageUri to be loaded by an ImageManager instance. This can directly be used to inflate a view, but as I am using LibGDX, I save it as png for

How can chrome.socket be used for broadcasting or multicasting?

亡梦爱人 提交于 2019-12-04 11:50:24
问题 I want to create a Chrome Packaged App used for LAN only, where one instance serves as a server (session host) and other instances must discover the server and join the session. Can this be achieved with chrome.socket? I have set up the server like this: var socket = chrome.socket || chrome.experimental.socket; socket.create('udp', {}, function(createInfo) { var publish_socket = createInfo.socketId; socket.bind(publish_socket, '225.0.0.42', 42424, function (result) { if (result < 0) console

How to make Android Multiplayer Games using Facebook friends? (Google Play Game Services uses G+ only)

与世无争的帅哥 提交于 2019-12-04 11:46:27
At the risk of this question being marked 'research' or 'too broad', I am placing this question here with the research I have done so far (to count as background work), especially since I have been researching this for a while but have not found a good turnkey solution. thank you for your inputs! I want to make Turn Based Multiplayer Game. I found Google Play Game Services but that only works with Google+ Login: https://developers.google.com/games/services/android/turnbasedMultiplayer How do I do the same with Facebook login? Can Google Play Game Services be used with Facebook friends? In my

Is Box2D perfectly deterministic?

若如初见. 提交于 2019-12-04 09:42:16
I'm writing an Android game using LibGDX and Box2D. I'm planning on adding a turn-based multiplayer feature to it. Now, if on both clients I step the Box2D world at the same rate with the same time steps and I start a simulation on both clients with the exact same initial parameters, when the simulations are over, will the final state of both simulations be exactly the same? In other words, is a Box2D simulation perfectly deterministic? If it's not, then that means every time a simulation is over, one client acting as a host will have to tell the other to throw away its final simulation's

Do good multiplayer/mmo client<>server games use latency within movement calculations?

半世苍凉 提交于 2019-12-04 08:22:28
问题 There's a couple of questions here. Imagine I have client A who's going to send the following message to Server: "START MOVEMENT FORWARD". The server will not receive this message instantly, as there is a delay because of latency. Question 1: ping (or better: round trip time) is the amount of time it takes for the client to send a message to the server and receive a response back. Does this mean the following if you can ignore the time it takes for the server to notice that it has received a

android turn-based multiplayer custom invite screen

↘锁芯ラ 提交于 2019-12-04 05:16:40
I am trying to create a custom UI screen for the "player picker UI" that comes with google play services for turn based multiplayer. The default one can be seen here: https://developers.google.com/games/services/android/realtimeMultiplayer?hl=fr-CH#invite_players_option That page(which is real time I know) mentions how to use the default UI and that a custom UI can be used, but does not mention the actual methods to customize the look. I'm not a fan of the huge icons, and would rather a simple list. I have been trying to research this out for a few days, and have found nothing. I am looking

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

眉间皱痕 提交于 2019-12-03 15:54:25
问题 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