Questions tagged [networking]
Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
910 questions
0 votes
1 answer
35 views
Godot Multiplayer Player Doesn't Spawn
Godot Version 4.5 Stable I'm trying to create a multiplayer game. Since this is my first multiplayer game I started with a simple LAN setup. How it is supposed to work: When ...
2 votes
0 answers
75 views
Changing prediction to interpolation on client connected to the authoritative server
Let's assume the following situation: I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
1 vote
0 answers
121 views
When should I use (or avoid using) RPC Functions in Unreal Engine?
I'm currently working with replication in Unreal Engine and am wondering whether I'm using RPC Functions too much. Most of my functions that are called on the server are unreliable. For example, I was ...
0 votes
0 answers
122 views
What to do about server and client state desync when client prediction gets too far ahead?
Im implementing my own version of client prediction and server reconciliation for a custom pawn in unreal engine 5, since i couldnt use the default unreal character for my needs, as it forces you into ...
0 votes
1 answer
162 views
How to have a server listen on multiple ports with authentication?
I'm new to game development, I know C++ and I'm learning Asio (not Boost). I want to know how to structure my server to listen on multiple ports while having authentication so the client is secure ...
0 votes
2 answers
212 views
How to properly predict movement on a server authoritative game
I've been developing games as a hobby for a few years now and one thing that I like to do is to replicate games or a specific mechanic about them to understand how they work. I am sorry in advance ...
0 votes
0 answers
91 views
Design Patterns for client prediction in P2P games
I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
1 vote
1 answer
216 views
How To Deal With Time for Entity Interpolation for Multiplayer Games
I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...