Questions tagged [multiplayer]

The multiplayer tag typically refers to a feature of games software where more than one user can interact with the same instance of the software.

The multiplayer tag typically refers to a feature of games software where more than one user can interact with the same instance of the software, often to participate in the same play session or to co-exist in the same persistent world.

Although multiplayer scenarios sometimes include 'hotseat' games where players take turns to play, it is more common for multiplayer to imply simultaneous play by 2 or more people, which in turn often implies the same game being played on multiple machines. As such this is typically about networking, and often has solutions that derive from those found for concurrent and distributed systems generally.

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Built-in Multiplayer in Unity3D without a Server?

I heard Unity3D has a Built-In Multiplayer functionality and it can provide the service without a server. But I couldn't find any information about it, all the turtorials I found were just about working with Photon(PUD) or Google Services. I know…
Jenix
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Multipeer Connectivity and data to send along the way

I am developing a platform game trying to make it as well for multiplayer using the IOS Multipeer connectivity. I am stuck/confused/do not know what is the best way to send messages between peers (mostly like 4 peers in the game). The game style is…
alazmi95
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Building a simple online game server for Unity

I'm trying to build an online game server for my Tank game 2D (Unity). In my game there will be 2-4 players control their tanks and fight each other. I've tried to use Unity networking, it was not really suitable for my game because we have to…
FlySoFast
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Movement "algorithm" in client-server Multiplayer (MMO) Games?

I've been writing a 2D flash multiplayer game and a socket server. My original plan for the movement algorithm between the client and server was the following: The client informs the server about the player's movement mode (moving forward or not…
Tom
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Python multiplayer game with websockets: Handling multiple clients

I'm trying to build a multiplayer game (to be precise a Card game) in Python via websockets, but I'm currently failing in the very early steps. What I'm trying to do: Clients connect to the websocket, until a certain number is reached The client…
physicus
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Game server for an android/iOS turn-based board-game

i'm currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server ? First at all, which language should I choose…
Cyril
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Mutli Player Game synchronization

The Situation: I would like to ask what's the best logic for synchronizing objects in a multiplayer 1:1 game using BT or a web server. The game has two players, each of them has multiple guns & bullets, the bullets are created dynamically and…
user387184
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Suggestions about multiplayer game development on iOS and Android?

I'm working on a simple game to experience the multiplayer game development on mobile plaforms especially on Android and iOS. I'm now planning network/multiplayer side of the game and need some advice. Firstly i think about Google App Engine as the…
xelon
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OpenID authentication in C++ multiplayer network game

I am planning is an OpenID client in a multiplayer network C++ game. The hoster will have the option to allow only logins from people who can authenticate via OpenID. Also I want to make it possible to allow only certain people to login. We already…
Albert
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What are the general strategies for the server of an FPS multiplayer game to update its clients?

A friend and I were having a discussion about how a FPS server updates the clients connected to it. We watched a video of a guy cheating in Battlefield: Bad Company 2 and saw how it highlighted the position of enemies on the screen and it got us…
Hooray Im Helping
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Why pubnub javascript sdk (?) choses XHR over Websocket?

I'm developing simple browser real-time multiplayer (2 players in a gameplay atm) game. It involves fast and frequent player moves and changes of direction, so informations must be exchanged very quickly - I decided to try websockets (would be happy…
Vincentos
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Keeping sync in multiplayer RTS game that uses floating point arithmetic

I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send…
Calmarius
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Synchronizing time between simple python-socket-based server and clients

I have the beginnings of a small multiplayer game that I'm writing in python as a learning exercise. Currently the server runs at 10 fps, while the clients run at whatever rate they like. This works well to conserve bandwidth, but unless the client…
Alex
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Will Datasnap be appropriate for up to 8 non-communication intensive bi-directional multiplayer game?

I am building a small multipliplayer which will need the following: it must be written in Delphi must support Internet connection (not only LAN) work over HTTP support some encryption of the packets (it may be custom) be able to send commands to…
Gad D Lord
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WebSocket support on mobile devices

For an Android multiplayer game's communication between players I'm using a WebSocket server and TooTallNate's Java library on the client side to enable WebSocket support in the Android app. So just to point it out clearly, WebSocket support in…
caw
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