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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Cheat Prevention by Code Generation

Will this anti cheat technique work for a multiplayer game using private servers (publicly unknown executable): When the client starts the game it will auto update itself daily (using a launcher). The Servers will update themselves, too. Unless…
ecreif
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Potholes in an automated multiplayer game where players can use their own algorithms

About the tags I have tagged this as being a Java and a C++ question. This means I'm not looking for language-specific answers. I have only tagged C++ and Java because I'm proficient with them, and will most likely understand your code-samples if…
Olavi Mustanoja
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Why use a server like Exit Game's Photon?

I have done my research, but I am having a hard time understanding why someone would want to use these types of servers (Photon, SmartFox, etc.) for game programming, when they are already provided with things like the .Net framework. It seems to…
user2948630
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Will I need a separate socket and thread for every player that joins? [JAVA]

I have been learning about sockets for sometime now (I'm quite young) and I think I have a good grip on java sockets. I have decided to create a simple multiplayer Java 2D social game. My goal is to have the server output players' X,Y coordinates…
IslaStewart
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Multiplayer UDP networking strategy, advice needed

I'm attempting to create a C++ plugin for a realtime 3D game. Although I believe to have a firm grasp on the theory of UDP, how it works, what its strengths and weaknesses are, my primary matter of concern is performance, scalability and likely…
josef.van.niekerk
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JavaScript and Dealing with Floating Point Determinism

I'm looking to build a browser multiplayer game using rollback netcode that runs a deterministic simulation on the clients. I prototyped the netcode in Flash already before I ran into the floating point roadblock. Basically, from what I understand,…
n a
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Ajax Highscores security

I'm creating a tower-defense game in javascript and want to have a high score and other multiplayer interactions. Probably have a couple of players start the game at the same time and tell them how fast the other guys are going and that kind of…
DFectuoso
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Split screen multiplayer game in Corona SDK

I made a simple game in corona sdk. Now I want to make it a split screen multiplayer game. I want to use my single player game as an unit game. Then I want to run two different unit in two part of same device. But I couldn't find any effective way…
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Architecture for social multiplayer browser game (backend choice + frontend choice [flash/silverlight])

I'm thinking about developing online multiplayer social game. The shared state of the world would require something fast on the backend, so the potential solutions seem to be: fast game engine on server (eg. c++ ) and some frontend language…
aaimnr
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python pygame - Multiplayer game

I'm trying to create a "Draw Something" game for at least three participants from different computers. I have a code that works for two players. Does anyone know how can I make it for three or…
unakin
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Can't open a second instance of LibGDX game?

I'm currently developing a small multiplayer game for a university project using LibGDX in IntelliJ, but I'm running into an issue where I can't run more than one game at a time to test multiplayer functionality. On executing the program the first…
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Unity: How to destroy a gameobject through network?

We are building a real time strategy game on Unity and trying to destroy gameobjects on the server and the clients via network. Currently a player can always destroy his own objects and the server can destroy all objects. But when a client tries to…
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Multiplayer / Networking options for a 2D game with physics

Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do now? And more important, how should I implement…
lamas
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iphone multiplayer game design

i've searched and read many articles and looked at the GKTank apple sample (can't see any specifics about my problem, seems to process events as they occur) but i can't see a sample or tutorial that seems to answer the following in a multiplayer…
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Synchronizing complex GameObjects in Unity Networking - UNET

I'm working on first person game where player can build complex objects. Structure example: Train - Wagon - Table - Chair - Chest (stores items) - Workshop (manufactures items, has build queue) Player is able to create trains, add wagons,…