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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).

0 votes
1 answer
144 views

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 ...
Arunabh's user avatar
1 vote
1 answer
105 views

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
1 vote
0 answers
47 views

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 ...
Rob's user avatar
  • 53
0 votes
0 answers
47 views

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
1 vote
0 answers
138 views

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 ...
Sean2148's user avatar
  • 145
0 votes
0 answers
57 views

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
5 votes
1 answer
805 views

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
1 vote
0 answers
144 views

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
0 votes
1 answer
139 views

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
  • 1
0 votes
2 answers
164 views

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 ...
VoidTwo's user avatar
  • 103
0 votes
1 answer
150 views

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
  • 1
0 votes
0 answers
120 views

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
  • 101
0 votes
2 answers
120 views

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
  • 101
0 votes
1 answer
435 views

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 ...
Maxgmer's user avatar
  • 105
1 vote
0 answers
116 views

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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