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Hi all!
Can anyone recommend an easy to use, fast and reliable C++ API for sending and receiving data over a UDP socket? Maybe something that is specifcally intended for multiplayer games?
Started by Josamoto on
, 5 posts
by 5 people.
Answer Snippets (Read the full thread at stackoverflow):
Enet suits your needs
simple fast reliable UDP intended for real time multiplayer games.
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Hi guys I need an idea.
So in Germany we have built up a huge Wi-fi system and usually you have to login to the system to surf the web. As a gimik we want to add a multiplayer game so without having to pay for usual internet they can play a webbased multiplayer...
Started by Thomaschaaf on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
How about something like Tanks ? Or maybe something along the lines of BattleShip ?
Of if maybe you don't want an action game, how about trying a Card Game like Poker ?
Take a look at this page which is dedicated specifically to JavaScript Game Development... .
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I've been mulling over how one would go about creating a P2P system (like BitTorrent is for files) for playing multiplayer games. The idea is to remove the traditional server from the multiplayer architecture. I understand that some sort of server may...
Started by Jonathan Ford on
, 6 posts
by 6 people.
Answer Snippets (Read the full thread at stackoverflow):
If you had some sort of massively multiplayer game world.
Those 2 things don't need real time data.
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Ask your Facebook Friends
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I'm looking for a book detailing techniques for developing realtime multiplayer non-massive games, preferably focusing on the theory, rather than on APIs and underlying technology (sockets, DirectPlay, etc). Topics it would ideally cover are lag compensation...
Started by www.aegisub.net on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
Really multiplayer.
Massively Multiplayer Game Development 1 and 2 had interesting coverage of the topics at the papers that cite that paper you can find other publications on the same subject.
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I've used Flash Media Server to create multiplayer flash games, but the cost of deploying a FMS application seems rather high. Are there good alternatives, open source or not, that I should look into to mimic the same functionality? I'm specifically looking...
Started by Anjisan on
, 6 posts
by 6 people.
Answer Snippets (Read the full thread at stackoverflow):
I have developed a series of multiplayer worlds using SmartFoxServer and LOVE.
multiplayer games.
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I have a card game on the iphone and I really would like to take it to the next step by allowing players to interact with each other in real-time environment.
My questions:
Do I need a web server ? Is there a third party specifically for iphone multiplayer...
Started by Unis on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
To be in the same vicinity, you can have an "ordinary" multiplayer game over the phones' wifi.
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I was wondering how the Half-Life 2 multiplayer protocol works in mods like Counter-Strike: Source or Day Of Defeat: Source. I believe that they use some kind of obfuscation and proprietary compression algorithm. I would like to know how different kinds...
Started by JtR on
, 6 posts
by 6 people.
Answer Snippets (Read the full thread at stackoverflow):
In-game Protocol, Design and Optimization
Source Multiplayer Networking
Though details might differ.
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For an online, multiplayer roleplaying game that should be able to support at least 1000 players per server instance, what sort of architecture should I use? I'd like to use Java or PHP as the server programming language (I know PHP is probably a poor...
Started by Click Upvote on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at serverfault):
Their architecture described:
http://highscalability.com/eve-online-architecture http://www.massively.com/2008/09/28/eve-evolved-eve-onlines-server-model....
They have written they own server.
Best known example is EVE Online , which uses Stackless Python .
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Hi, just wondering what tips people have for avoiding game synchronisation issues in multiplayer games and replays recorded off of game logic using the model in a model view controller pattern
so far im aware that its not a good idea to give non const...
Started by Stowelly on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
If you meant communications synchronization can you explain a bit more what is happening?
To achieve distributed synchronisation, you need a designated... .
By synchronization do you mean multithread synchronization? If it is the case I would use a mutex .
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Hi, i am doing a multiplayer game with bluetooth, currently i am able to connect one iphone to another via picker. Now the problem is that how can i make two phones play with one another with the same screen synchronize and who play which character?
I...
Started by Simpletic on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
Note you will need to be logged in to your developer account to use the link. .
Apple's GameKit sample GKTank will be very helpful to you .
Just check their examples in the iPhone Developer Program.
Apple has a Bluetooth game sample online.
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