multiplayer

Synchronization in multiplayer networked game?

大憨熊 提交于 2020-01-11 17:39:12
问题 Recently I have been working on a multiplayer networking app. I had successfully implemented the client server model using Bonjour services and NSStream objects. The two way communication has been done successfully. The problem I'm facing is: the two devices running the app are connected via local wifi. There is a latency problem while sending the messages from client to server and vice versa. Describing in brief: It's a car racing game with at most two players. One server and other client.

Game Center InviteFailed

一笑奈何 提交于 2020-01-11 08:50:34
问题 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 回答1: As far as I am aware you cannot test multiplayer in the simulator. You will need two devices. 回答2: Even though the invite functionality doesn't work in the simulator, you can still

HTML5 Multiplayer Game Security Solutions

亡梦爱人 提交于 2020-01-10 10:36:19
问题 Now that there are a couple of neat canvas demo's of both classic platform and even 3D fps games in HTML5, the next step might be to try developing a multiplayer HTML5 game. HTML5 socket support makes this relatively straight-forward, but with client-side source being viewable by anyone in the browser, what are some solutions for basic game security features for a HTML5-frontend multiuser game -- such as being able to prevent a faked high-score submit ? 回答1: The simple answer is: You can't

Unity3d Unet multiplayer - only server host can place buildings network aware

亡梦爱人 提交于 2020-01-06 15:52:57
问题 I am writting an multiplayer game but I am stuck with building system - I mean I've created a code to place blocks it works perfectly fine on host-side (when you run this script on host the block spawn for every client) but it isn't working on client side ( blocks spawn only for local client but not for server and other clients ). I've seen many simillar problems but no answer was found this day. Maybe you guys could give me a hand. Here's my code: using UnityEngine; using System.Collections;

Pygame Multithreading

[亡魂溺海] 提交于 2020-01-06 10:15:33
问题 I have a multiplayer game that runs on pygame. I am running the game/client/server in separate threads and have a simple echo server. Each time a player broadcasts a message, every other player will get it. The problem I am experiencing is pygame has a while(true) loop that redraws the screen every 10 milliseconds. This loop causes the game world to not get updated since it cannot do anything outside the loop. I tried using a queue so that in the while loop, it can dequeue and process the

Is Game Center Multiplayer Friends broken in IOS 9?

半腔热情 提交于 2020-01-03 13:10:10
问题 I created a game that uses real-time multiplayer programmatically. It was originally targeted to towards IOS 8 devices. Recently after migration to IOS 9, Game Center has caused a lot of problems. The main issue I cannot resolve is Inviting a friend in multiplayer (for testing). From IOS 8 to IOS 8. Auto match works and Friend invitations work But from IOS 9 to IOS 9. Auto match works and Friend invitations do not work anymore. If any of you have managed to make Game Center invitations work

Android multiplayer bluetooth

a 夏天 提交于 2020-01-02 21:50:08
问题 I'm trying to develop a simple multiplayer game using bluetooth with Eclipse The game is already working in single player mode (using AndEngine), but now I need to send information between devices. The part that concerns establishing connection between devices,and link them is already working, and I can send messages between devices, but now I need to start the game on "the other" device, so I think that the solution is sending an Intent using Bluetooth, but I'm not sure if this is possible

Route traffic to multiple node servers based on a condition

两盒软妹~` 提交于 2020-01-02 17:42:43
问题 I'm coding an online multiplayer game using nodejs and HTML5 and I'm at the point where I would like to have multiple maps for people to play on, but I'm having a scaling issue. The server I'm running this on isn't able to support the game loops for more than a few maps on its own, and even though it has 4 cores I can only utilize one with a single node process. I'd like to be able to scale this to not even necessarily be limited to a single server. I'd like to be able to start up a node

Route traffic to multiple node servers based on a condition

泪湿孤枕 提交于 2020-01-02 17:41:43
问题 I'm coding an online multiplayer game using nodejs and HTML5 and I'm at the point where I would like to have multiple maps for people to play on, but I'm having a scaling issue. The server I'm running this on isn't able to support the game loops for more than a few maps on its own, and even though it has 4 cores I can only utilize one with a single node process. I'd like to be able to scale this to not even necessarily be limited to a single server. I'd like to be able to start up a node

PHP AJAX Multiplayer Game

送分小仙女□ 提交于 2020-01-01 19:20:14
问题 I'm planning a relatively simple, online, multiplayer game and I'm stumped on what to use for player to player communication. Game details: 6 Players Chat box 30 second rounds (intermissions) Time sync is important Players select and action and at the end of the round, the action is performed, there is a brief intermission to detail actions and a new round begins. I've determined to build this game entirely in JS and PHP (of course AJAX). I just don't know what I should use for the client to