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).
382 questions
0 votes
1 answer
144 views
Rotation and unique identification
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 ...
1 vote
1 answer
105 views
Should I use UDP to create a movement logic like League of Legends?
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'...
1 vote
0 answers
47 views
How do I resolve glitches in grid-based movement due to lag in a network game where player input is handled on a fixed schedule?
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 ...
0 votes
0 answers
47 views
Is it common/advisable to deploy a game using HTML for the frontend but also provide a backend native?
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 ...
1 vote
0 answers
138 views
Designing a buff/debuff system in a multiplayer game
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 ...
0 votes
0 answers
57 views
Drifting local time vs server time synchronization
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 ...
5 votes
1 answer
805 views
How to make an authoritative server assign turn order numbers to players once they join?
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 ...
1 vote
0 answers
144 views
When to use the same class for both client and server versions of an object, vs. when they should differ
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 ...
0 votes
1 answer
139 views
Improve performance of server updating game state
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 ...
0 votes
2 answers
164 views
Protect authentication token in memory
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 ...
0 votes
1 answer
150 views
Client and server with fixed tick in pygame
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 ...
0 votes
0 answers
120 views
How to rotate body in server-side physics without imparting angular velocity?
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 ...
0 votes
2 answers
120 views
Using spatial hash to determine view distance
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 ...
0 votes
1 answer
435 views
How achievable is determinism when client and server run on different hardware?
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 ...
1 vote
0 answers
116 views
How would you authenticate requests for player specific data in a server authoritative game?
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 ...