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Questions tagged [networking]

Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

0 votes
1 answer
35 views

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 ...
Nabir14's user avatar
  • 59
2 votes
0 answers
75 views

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 ...
zillah's user avatar
  • 21
1 vote
0 answers
121 views

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 ...
ZevDev's user avatar
  • 11
0 votes
0 answers
122 views

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 ...
DustyDre's user avatar
0 votes
1 answer
162 views

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 ...
VoldgalfTheWizard's user avatar
0 votes
2 answers
212 views

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 ...
Guilherme Conti's user avatar
0 votes
0 answers
91 views

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 ...
Leon Frickenschmidt's user avatar
1 vote
1 answer
216 views

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 ...
SquishyGrape's user avatar

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