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Questions tagged [udp]

Questions about using unreliable UDP protocol in games which requires data exchange via network.

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I have a c# udp socket I'm trying to send data from to my home. The server socket is hosted at aws, and the client is at my house. I modified the code from the following GitHub to send a response back ...
anthony's user avatar
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114 views

I want to develop an online multiplayer game using the Scala language. I am quite new to programming; I have developed some simple multiplayer games (think snake, pong), but they cannot be played ...
Lila'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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901 views

How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
olegshmel's user avatar
2 votes
1 answer
377 views

I know that UDP and TCP are not to be used at the same time, so I should only use one. I have read in this site that TCP should be used for a sandbox game. The problem is, My game is going to have ...
Macho Onion's user avatar
3 votes
1 answer
105 views

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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2 answers
917 views

I'm making a MMO Bullet Hell game on Game Maker Studio 2 with a node.js server and I'm already able to receive and send information through UDP connections. I NEED to keep the server as fast as ...
Otarom's user avatar
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0 answers
69 views

I am developing a top down shooter and my singleplayer is pratically finished so now I want to move on to develop multiplayer but I have some questions and I am seeking for some advices. In my game a ...
Fábio Pires's user avatar
2 votes
0 answers
226 views

I know I've done this incorrectly, but I don't know what the right way is. Right now I have two clients that connect to a server. Each tick the players send a packet of information containing their ...
user2578216's user avatar
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1 answer
479 views

I'm messing around with a 2D game using UDP. I've read some books and articles on the logic of a dedicated server to clients multiplayer game and I can't wrap my head around one thing: What I've read:...
user2578216's user avatar
1 vote
0 answers
186 views

I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles ...
volairs22's user avatar
0 votes
1 answer
2k views

I'm currently working on a networking framework for Unity3D in order to simplify making multiplayer games. I'm using UDP for any kind of synchronisation and unimportant data. My question is: how do ...
volairs22's user avatar
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1 answer
5k views

I am currently creating a game in need of networking i.e. server and clients. I have basic experience with socket programming and am able to transfer data between two machines via UDP sockets using ...
ADuckWhat's user avatar
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2 answers
1k views

So I have TCP connection for stuff like leveing, player info, etc..And I have UDP datagram for stuff like player position, rotation, etc..Should I create new thread for both TCP and UDP on both client ...
Vuk Uskokovic's user avatar
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1 answer
448 views

I'm in the process of making a physics intensive multiplayer game. Naturally I use a UDP to transfer packets regarding rigidbodies between client and an authoritative server. However non-essential ...
FanManPro's user avatar
  • 131
1 vote
1 answer
310 views

I am currently working on a Udp server and client system, where I worked out a way to "verify" which user is sending the updates. Essentially, the very first package they send is "blank", which the ...
schnondle's user avatar
1 vote
0 answers
1k views

I am running a Unity Game on a PC (for development purposes) and then on an Android phone (for production). I need to send data to the Game continuously from a WiFi enabled microcontroller (Esp32). Is ...
Nadim Ahmed's user avatar
2 votes
1 answer
691 views

I've made a little C# server which receives UDP packets and shows me the incoming information. I want to make an authoritative server in C# which simulates character movement and interaction in a 2D ...
DiscreteTomatoes's user avatar
-1 votes
1 answer
405 views

I use Facepunch.Steamworks for P2P game made in Unity, so I send packets through it(UnreliableNoDelay sendtype), but I've got a problem, since I send message like this: Move:0 and get this: Move:00,...
Basea Basilia's user avatar
2 votes
1 answer
360 views

I'm currently working on a game in which I am considering implementing a networking architecture as described in this article: http://www.gamasutra.com/view/feature/131503/...
Jasper's user avatar
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5 votes
1 answer
442 views

I have read some questions about using both TCP and UDP in multiplayer game, such as Does it make sense to use both TCP and UDP at once? and Is UDP still better than TCP for data-heavy realtime games?....
rhouclastic's user avatar
1 vote
1 answer
388 views

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
justanotherdev's user avatar
0 votes
0 answers
391 views

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
Mike -- No longer here's user avatar
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0 answers
669 views

I'm working on fast-paced multiplayer game which has 100+ players in single session. To sync entire game state to each player, server should send massive data if I did not any compression: ...
Kichang Kim's user avatar
0 votes
2 answers
384 views

I am currently writing a 2D top-down shooting multiplayer game using Java. I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
ccy1997's user avatar
1 vote
1 answer
2k views

I'm starting to build a multiplayer iOS game using UDP. I want the game to be playable over cellular networks, but I can't really find that much information on it. Many people say that it's dependent ...
Jamal H's user avatar
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3 votes
1 answer
1k views

My game uses UDP communication only. Meaning: after the lobby connect (performed by Google Play Services), not a single TCP transmission is made. Only unreliable messages are used. The game is ...
Bram's user avatar
  • 3,744
16 votes
4 answers
9k views

I have a question about UDP. For context, I'm working on a real-time action game. I've read quite a bit about the differences between UDP and TCP and I feel I understand them quite well, but there's ...
Grimelios's user avatar
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5 votes
3 answers
2k views

I have two apps communicating over UDP. One of the apps is a remote control and the other is a robot. When the robot has some new data, for example a new sensor ...
Mr. Developerdude's user avatar
0 votes
1 answer
390 views

I've been building a UDP server and have hit a bit of a stumbling point. Since UDP is not a persisted connection, there really isn't a way for me to track if the Player has left the current session/...
Johnathon Sullinger's user avatar
0 votes
2 answers
2k views

I'm working on a multiplayer game in which the server is a custom C# server. What I want to do is to store the position of each player in my database. In my case I'm sending Vector3 as an object ...
أيمن تليلي's user avatar
2 votes
2 answers
3k views

I'm trying to develop a fast-paced multiplayer game. Now I'm using UDP as a transport-layer protocol to communicate between clients and server. But what if I want to implement a chat? Should I send ...
FrozenHeart's user avatar
3 votes
1 answer
3k views

I'm trying to develop a fast-paced multiplayer game. I decided to build my own protocol over UDP and now I'm stuck with the following question. The idea of the protocol is very basic and it's similar ...
FrozenHeart's user avatar
3 votes
1 answer
1k views

I know there are a lot of UDP examples out there, but I really need to know specifically what I am doing wrong. I have Wireshark monitoring my data traffic and according to that program Unity is not ...
Ben Stewart's user avatar
1 vote
0 answers
138 views

so I'm writing a UDP server and client on a couple of the machines in my virtual reality environment to allow (in this case) data from the location in the environment to trigger some air nozzles. The ...
Ben Stewart's user avatar
15 votes
4 answers
10k views

After reading Is UDP still better than TCP for data-heavy realtime games?, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending ...
gandalf3's user avatar
  • 257
80 votes
11 answers
37k views

I know that UDP is usually recommended for real-time multiplayer games with high data usage. Most articles are serval years old, and since ~80% of all data transmitted on the internet is TCP, a lot ...
KaareZ's user avatar
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0 votes
1 answer
193 views

It is possible to send the video flux of an OpenGL desktop app via UDP on Linux ? I looked up FBO and off-screen rendering but I still can't figure out how to extract the video flux and send it. I'm ...
geauser's user avatar
  • 111
1 vote
0 answers
130 views

First of all, I read all of the Valve and Gaffer articles but I still have no clue, how to achieve my goal. I am creating a UDP multiplayer game with a lot of physics (knockbacks, attacks). Packets ...
user avatar
1 vote
0 answers
216 views

I was wondering if this is a possibility with RTMFP since it acts like UDP/P2P.. Host Migration Player A starts and host a game.. Player B and C connects.. Player A quits.. Player B is now assigned ...
scottyp's user avatar
  • 429
2 votes
2 answers
2k views

I'm trying to make a UDP game server using the SDL_net library. This library offers SocketSets which are, according to the documentation, an analogy to the select ...
random_coder's user avatar
1 vote
1 answer
466 views

I have a server which is simple: When two connections comes in, it opens a game room, pass their connections to it and runs a thread with a gameloop. (Everything is running on Kryonet) So... I made ...
user avatar
0 votes
2 answers
745 views

I'm tying to dive into multiplayer game programming. The game is quite simple, it's a 2D scroller mobile game, the player need to touch the screen in order to move 1 step and it could contain up to 4 ...
thesti's user avatar
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6 votes
3 answers
4k views

Like most people on this exchange concerned with UDP client server connections, I've gone through the Gaffer on Games article about implementing reliability. I understand how the ordering and acks and ...
Zwander's user avatar
  • 175
5 votes
0 answers
2k views

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
mitras2's user avatar
  • 51
2 votes
2 answers
5k views

I am working on making a 2D platforming game that will have multiplayer functionality. Over the last few days, I have done a lot of reading regarding how to deal with the networking, and believe that ...
Stevo's user avatar
  • 123
7 votes
1 answer
9k views

I am making a multiplayer game in Java that uses a client-server model, where all important decisions are made by the server and communicated to all clients over UDP. Currently the clients and the ...
Dan's user avatar
  • 255
0 votes
2 answers
7k views

I'm trying to send the x, y and z coordinates of an in-game object over UDP. I found a script in a Unity forum which should send info over UDP and as I understand it it should send the information ...
George Smith's user avatar
1 vote
2 answers
1k views

My RTS game abides by the lockstep system so keeping everyone up to date is import and guaranteeing the safe arrival of packets would make my life a lot easier. With that said, I still need decent ...
JPtheK9's user avatar
  • 2,031
0 votes
1 answer
1k views

Considered a typical lockstep implementation, what's a solid rate to send packets at for UDP protocol that games can start with in the beginning? If anyone has experience in this field, I'd like to ...
JPtheK9's user avatar
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