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Questions tagged [client-server]

The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).

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My question relates to content rotation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
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These are features of my game. You can only move by clicking the mouse like LOL. 30~50 players can play at a time. (So the game map will be larger than LOL) No jump Should I use UDP to update client'...
PudgeKim's user avatar
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Background I am creating a networked web game using NodeJS, Express, and SocketIO (Note, however, that this question is agnostic to implementation details). I have implemented a client-server ...
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As a proof of concept I'd like to create the UI of a boardgame using SVG and HTML, so I can deploy it in desktop through Electron, mobile using Cordova and also hosting it in a website. I also have ...
tonicebrian's user avatar
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I'm new to netcode and game dev and I'd like some input on a multiplayer buff/debuff system I'm working on in Unity, using NGO with a dedicated server. I aim to use a server authoritative architecture ...
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Imagine a server sending you (the client) game snapshots each 30ms. Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
artemonster's user avatar
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I'm having trouble developing and understanding Server code. Currently, I'm trying to have each person that joins the Server be given a single digit ID that can then be used for determining turn order ...
SmileyTheMimic's user avatar
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I am learning about networking for game development and need some insight. My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
Gus Funder's user avatar
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I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
hmmmm's user avatar
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Scenario The game has leaderboards for the score at the end of a level. Assume strong self-signed SSL encryption is used when communicating between the game client and server, and a secure handshake ...
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I'm trying to write a 2D RTS game with maximum of 10 players. When server finish intializing each player receives start coordinates and game start time so each client will start processing ticks ...
Mirula's user avatar
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I'm developing a 2D cloud-based MMO using WebSocket and have struggled a lot to get proper working physics on the server side. I'm using Next.js for the client and currently Node.js for the server. I ...
Hydroper's user avatar
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I am creating a client/server that is 2D and based on a map. Characters on the server are then separated into a spatial hash. I am using this to determine who to send data to, essentially, people in ...
Charlie's user avatar
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Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic. But how can any ...
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I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
Papa Dragon's user avatar
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I'm currently designing a fast paced multiplayer game with up to 6 concurrent players. How should I send the client the initial world state from the server before the game starts? (such as the list of ...
PlutonicStudios's user avatar
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Brief intro 1: about me: I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
Physician's user avatar
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I'm working on a 3D web game with client-side prediction, etc. I have implemented interpolation for my entities, but it seems a bit laggy sometimes even on localhost. First I will describe the ...
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I'm trying to make a Multi User Dungeon (MUD) game, and obviously a pre-requisite to that is a server. I've seen stuff like this: ...
Henery Johnson's user avatar
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I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
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(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
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I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
m.Khaki's user avatar
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Imagine you’re playing an online game with consistent latency. Your local clock is synced closely with the server. Your character is moving along a straight line, you’re receiving information about ...
dauphic's user avatar
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So this question is pretty straightforward, but I honestly can't wrap my head around it. How does a client authenticate license from the license provider? For example, when you play a game which ...
Ryugasha I's user avatar
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I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes. One pretty cool piece of Glenn's guide is that ...
sailormoon's user avatar
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I am using a server model similar to Steam or Minecraft: There are community servers run by players and a hub authentication server that I control. The client player logs into the game and receives ...
James Davis's user avatar
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In mobile game development there are types of data that are not user save-data but are necessary for the game, we call it GM files. In my specific case, the GM files include text data such as "...
cr001's user avatar
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I'm personally developing a massive multiplayer server for the FPS game genre. (Ex: such as battlefield series or call of duty series) In general, people usually use a server and client structure to ...
Kyle Kang's user avatar
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1 answer
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What exploits does my system allow for that I can't solve or did not account for? I'm researching on a design for multiplayer RPG that can safely allow players to have their character files and play ...
No Thanks's user avatar
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The dedicated server would be a lobby where all the players connect and find matches. Once a match is found the server hooks to two players and sends them off on a p2p network. Once the match is over, ...
jermsmcerms's user avatar
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Based on information from my friends working at game studios, it seems most commercial mobile games are using HTTP instead of HTTPS for communication between the phone and the server, and I am ...
cr001's user avatar
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A quick note about my server is that it executes game logic in 250ms intervals. I am trying to wrap my head around how to do this. The main issue I have is currently that I have the map of entityIds ...
Althaen's user avatar
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For such massively sized maps with an insane amount of players when it came out (or maybe it still has thousands of players in one general area at once still?), I'm almost certain the entire world is ...
Water's user avatar
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4 answers
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As with the title, are they usually developed together in a custom engine, or are they mostly developed independantly of each other? e.g. the server and client as completely different projects that ...
Grant Upson's user avatar
1 vote
1 answer
221 views

I'm creating an online arena game server (moba) that players can play together. 2v2 or 3v3. The game is similar to Battlerite. I chose client/server architecture with deterministic server that tells ...
Mamad R's user avatar
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2 votes
2 answers
127 views

What I want to do is host a local test server that has the file, and connect to it from a local client which doesn't have the file. The only issue is that both the server and the client will look for ...
Sparkette's user avatar
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3 answers
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I am filling out a Godot user survey, and I'm not sure how to answer this question: Do you use (or plan to use) networking in your games? * Yes, for real-time peer-to-peer multiplayer Yes, for ...
user406126's user avatar
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I have two options to implement should my game server access the database directly should game server access database via api would it be necessary to abstract the calls via api even though its ...
DDD's user avatar
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2 answers
309 views

I'm working on a simple game with an authoritative server. The player can move in 4 directions on a 2D board. The game samples input at 30hz and sends it to the server. The server also runs at 30hz. ...
GPA's user avatar
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I'm building a multiplayer FPS in the vein of Quake. This is my setup: Clients send the server a "user command" on every simulation tick (which is fixed at 60 simulation steps per second) ...
user115675's user avatar
1 vote
0 answers
329 views

I'm building a very small multiplayer shooter game. I'm facing a problem related to interpolation. In order to explain the problem I have to give an overview of the client-server design of my game (it'...
user115675's user avatar
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So I'm currently learning more about game networking and how clients and servers work, and something that I have a hard time wrapping my head around is how game servers works in terms of ticks. Why do ...
RileyDan's user avatar
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1 answer
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I am developing a videogame in Unity for mobile devices (Android / IOs) that connects to a server through a TCP connection by socket under TLS1.2. For this reason, my client needs to have the server's ...
coantia's user avatar
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2 votes
0 answers
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I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
user482594's user avatar
6 votes
2 answers
714 views

I started a new project, a fast-paced online game (some sort of 2D MOBA). I encountered a problem with the part of netcode about client prediction & server reconciliation. Game Mechanics: 2D - ...
saqirmdev's user avatar
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If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
Xefan's user avatar
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1 answer
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I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...
user115675's user avatar
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1 answer
89 views

When the client clicks it spawns a unit on the client-side which moves in a predetermined path, it also emits an event to the server which indicates that the client has spawned a unit. Once received ...
Ethan Payne's user avatar
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1 answer
451 views

I am new to game networking. In various articles on the internet, I found that there are usually two loops on the server: one for physics updates and the other for sending snapshots to the client (...
Igor Sushencev's user avatar
2 votes
0 answers
100 views

We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple). Our application is composed by a client portion and a server portion. ...
IfLoveWasBornToDie92's user avatar

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