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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Multiplayer Game Architecture

Can anyone recommend Articles, Books, Tutorials about this? Maybe is (Articles, Books, Tutorials) about Multiplayer Game Architecture, Networking in HTML5, JavaScript, WebSockets, Node.js?
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Synchronization in multiplayer networked game?

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…
Tornado
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Google Play Games Realtime multiplayer: Getting participant Id and storing it to a string

I am trying google realtime multiplayer for the very 1st time in my unity game. QuickMatch is working just fine, I mean I am able to get the connected participant's ID and store it to a string using: string MyId =…
Sumit Pal
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ARCore – Is there any event for asset changed position/orientation?

I am new to creating AR app using ARCore and Sceneform for Android (Java). I am building a multiplayer app using cloud anchors where two or more people can interact on one or more asset. When the asset changes it's position, how to get the event to…
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Is there an algorithm for estimating clock-skew that will work over Http?

I'm writing a multi-player game for Windows Phone 7. I need to make sure that events happen at the same time for each of the players. My approach at the moment is to broadcast, in advance, the time at which I want the event to take place, and rely…
Samuel Jack
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Matchmaking and Swift

I'm working with a multiplayer game using Swift, SpriteKit and Firebase. It's the first time I'm using multiplayer and GameKit so I don't get the concept of matchmaking. I read Apple Documentation but honestly it's not clear, it tells me what…
mazen
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Smooth MultiPlayer movement

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…
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Game Center InviteFailed

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…
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Sending "secret" data to individual players in Lance Game

I'm wondering if there is an easy way in lance-gg to send player specific data to each player only, rather than emitting all data to all players. I wish to have create a poker game, and don't want the data around what each player is holding…
Mike Fitzbaxter
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Android Multiplayer Real Time game, what is the best protocol/communication?

I want to develop an Android multiplayer real time game. But I'm still confuse what is the best way to do the communication. I found a few options: TCP UDP Ajax/Comet/Messaging services i.e. pubnub.com, beaconpush.com Push notification XMPP Android…
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Google Play Games Services - Realtime Multiplayer - STATUS_CLIENT_RECONNECT_REQUIRED

I am trying to implement a real-time multiplayer in my Android game using the Google Play Games Services but I am facing an issue when the onRoomCreated method, that I overrided, is called. @Override public void onRoomCreated(int statusCode,…
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Is Game Center Multiplayer Friends broken in IOS 9?

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…
Striker
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Game Center invite fails immediately

We're having a problem with sending invites with GKGameCenterViewController. The view controller opens up just fine, but when we try to send an invite to somebody, it immediately fails. Both accounts have game center invites enabled and finding…
Yoli Meydan
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Is Box2D perfectly deterministic?

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…
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Multiplayer game on local network without internet

I am creating a multiplayer android game as a part of my coursework. This is my first game. I intended to allow users to connect to the game over a simple network. I don't want to use internet at all hence I wont be using the android game services.…
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