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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How expensive to build a realtime massive multiplayer game using node.js/socket.io?

Hi I am trying to build a realtime multiplayer game using node.js and socket.io. Now, implementing itself in terms of coding won't be so much of a problem, but coming from a traditional http request-response web programming model, I have no idea how…
Vlad
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Combining java and nodejs for android app

I'm working on Android game which is turn based, and I've chosen Nodejs for the server side. I've been exploring for about two weeks how to communicate from the Android client side to the Nodejs server. Is there any way to communicate between the…
user1645969
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What is the difference between Photon Server and Photon Cloud?

What is the difference between the Photon Server and Photon Cloud products?
photonians
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Is it possible to dynamically reload PHP code while script is running?

I'm having a multiplayer server that's using PHPSockets, and thus is written entirely in PHP. Currently, whenever I'm making any changes to the PHP server-script I have to kill the script and then start it over again. This means that any users…
Simon Forsberg
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Questions about updating my node.js game

I am making a little game using node.js for the server and a .js file embedded in a HTML5 canvas for clients. The players each have and object they can move around with the arrow keys. Now I have made 2 different ways of updating the game, one was…
Wingblade
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Online Multiplayer Game using WCF

Do you think WCF provides the necessary plumbing out-of-the-box to support an online, multiplayer gaming experience? Particularly, a real-time environment ala WoW, Ultima Online, etc. Why or why or not? The most important considerations will likely…
Didaxis
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Realtime Multiplayer Game with firebase

I just created a mobile game with flutter and would like to extend that to a multiplayer online game. So I thought about making it with firebase. I'm rather new to this domain so I hope my questions don't sound too stupid. As the characters in my…
Gerus
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Is a real-time multiplayer game using Google App Engine feasible?

I am currently developing a real-time multiplayer game, and have been evaluating various cloud-based hosting solutions. I am unsure whether App Engine fits my needs, and would be grateful for any feedback. In essence, I want the system to work like…
Markus Roth
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Game Center : match delegate’s not called after finding a match

I'm trying to use game center : multi player Till now, players are Authenticating to Game center, they can send/read scores, and acheivements. For multiplayer features, I tried both methods : - using Game center interface to find a match. - Find…
simoscream
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GameCenter Invitation Handler

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 =…
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Game Center - Sending and receiving data

EDIT: I have made a clean, new project, but still can't get it working. Please download it, there is a little code to look at and probably easy for a professional or anyone remotely experience to see whats I am doing wrong. Just trying to send that…
Josh Kahane
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Multiplayer game architecture in node.js - State management and synchronization with Redux

I'm implementing an online TCG game (think Hearthstone/Magic) as a pet project and I've decided to go React/Redux for the client UI. This led me to think about the possibility of using Redux on the server as well to maintain the global state for…
Thiatt
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Detect if other player left unintentionally (e.g. internet disconnection) and reconnect - Google play real time multiplayer

I am implementing google play game service real time multiplayer. Currently if I turn off the WIFI on one client the other client doesn't detect that the connection is lost. No PeerDisconnect events are called. 1 - Does the API provide anything to…
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Pygame lags when two players are implemented

I have just started playing around with pygame, and have just come across a problem - when I make my game for 2 players, the second character always lags. Here is my code. import pygame, sys from pygame.locals import * pygame.init() clock =…
Jamie Lin
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How do I sync non-player GameObject properties in UNet/Unity5?

I'm working on and learning some basics of Unity 5, UNET, and networking. I made a simple 3D game where you go around and change the colors of objects. But I want to make it multiplayer now, and I am having lots of trouble figuring out how to send…
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