online-game

Why are the 'pixels' on my scaled HTML5 canvas strangely aligned?

只愿长相守 提交于 2019-12-11 00:17:03
问题 I'm currently writing a little HTML5 canvas/JS based snake clone similar to the classic Nokia Snake. (This is my first HTML5 canvas/JS game as well as my first game, I'm still a novice programmer ;) ) To keep things simple I decided to make every segment of the snake and the cherry just 1 pixel, however that would normally result in a very tiny snake and cherry! ;) So I decided to scale the canvas with .scale(8,8) so every pixel would be 8*8. var snake = { length: 4, direction: "right", color

NAT Traversal using only free STUN and TURN servers in C#

前提是你 提交于 2019-12-07 20:54:23
问题 I am trying to make an online game application, which communicates with another pc peer-to-peer over the Internet. Since both pc's are likely to be under NAT, and since I cannot afford an external server, I thought the only way is to use free STUN and TURN server, such as Numb. However, after some research, I couldn't figure out how to use those servers to make a connection. Is it really possible to use only those servers to do it? If it is, how would you do that? Or is there an easier way of

NAT Traversal using only free STUN and TURN servers in C#

自古美人都是妖i 提交于 2019-12-06 05:03:51
I am trying to make an online game application, which communicates with another pc peer-to-peer over the Internet. Since both pc's are likely to be under NAT, and since I cannot afford an external server, I thought the only way is to use free STUN and TURN server, such as Numb . However, after some research, I couldn't figure out how to use those servers to make a connection. Is it really possible to use only those servers to do it? If it is, how would you do that? Or is there an easier way of doing that? I can use either UDP or TCP for this. Take a look at the Internet Gateway Device Protocol

Preventing cheating in online chess games? [closed]

会有一股神秘感。 提交于 2019-12-04 08:55:15
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 8 months ago . In many online chess lobbies, I've seen instances of 'engining', where a cheater would open a chess program at the same time as the main game window. He would then set it up so that the opponent's moves are relayed to the computer, then which he would copy the computer's moves,

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

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

谁都会走 提交于 2019-12-03 05:22:36
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 timings. So, the questions are... What protocol game clients are usually using for exchanging information

Preventing cheating in online chess games? [closed]

倖福魔咒の 提交于 2019-12-03 00:26:50
In many online chess lobbies, I've seen instances of 'engining', where a cheater would open a chess program at the same time as the main game window. He would then set it up so that the opponent's moves are relayed to the computer, then which he would copy the computer's moves, until he (almost always) wins. As a game developer and moderator, what is there to do about this situation? Bill the Lizard Online poker sites use anti-bot measures similar to what you're describing. I recommend the series of articles How I Built a Working Poker Bot for a good overview of how these systems work, and how

Online gaming, or something faster then ajax for sending/receiving data

半世苍凉 提交于 2019-11-30 12:56:45
问题 I'm making this as short as I can. What I've done so far: The game I have will be running with JavaScript using setTimeout or setInterval . It's not flash or anything special. What I have made so far as like a test run (so you can understand better), is pretty much loop Ajax to keep sending requests to a PHP page as fast as it can, which then PHP reads the $_GET in the url from the request, then PHP edits a file called p1.html with the $_GET , which is simply player 1's x and y-axis

Online gaming, or something faster then ajax for sending/receiving data

 ̄綄美尐妖づ 提交于 2019-11-30 03:53:38
I'm making this as short as I can. What I've done so far: The game I have will be running with JavaScript using setTimeout or setInterval . It's not flash or anything special. What I have made so far as like a test run (so you can understand better), is pretty much loop Ajax to keep sending requests to a PHP page as fast as it can, which then PHP reads the $_GET in the url from the request, then PHP edits a file called p1.html with the $_GET , which is simply player 1's x and y-axis coordinates. So in player 2's browser, it pretty much did what I said above, and now when it receives the Ajax