Questions tagged [networking]
Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
910 questions
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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 ...
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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 ...
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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 ...
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Integrating rollback netcode with Havok
I'm developing a mod for a closed source game, which rewrites the netcode and game state handling systems to use GGPO.
Working on the state save/load systems, I'm noticing a lot of issues dealing with ...
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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 ...
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Is kernel bypass or userland implementation of UDP used in gamedev? Should it?
Is it used? I found out about libraries such as DPDK are used for userland implementation of protocols and bypassing the kernel. This (kernel bypassing) is done for really performance-sensitive ...
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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 ...
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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 ...
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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 ...
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How should I deal with transmission failures in Rollback Netcode?
I want to have some basic Rollback Netcode for a side project. I've been watching some basic conceptual breakdowns and tutorials to get an understanding of how it works. But I can't seem to find a ...
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219
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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 ...
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Multiplayer Game with Multiple Unique Rooms
I'm trying to make a multiplayer dungeon-crawl game. I have the ability to make it so that every client can be inside the same dungeon, but I want it so that players can be in separate dungeons with ...
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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 ...
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439
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Do server reconciliation and rollback refer to the same thing in multiplayer game networking?
I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
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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 ...