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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
40 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
0 votes
1 answer
145 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
2 votes
0 answers
77 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
4 votes
0 answers
80 views

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 ...
MetalCrow's user avatar
1 vote
0 answers
131 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
57 views

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 ...
Zebrafish's user avatar
  • 189
0 votes
0 answers
123 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
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
1 answer
169 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
1 answer
144 views

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 ...
Sad Robot's user avatar
0 votes
2 answers
219 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
1 answer
201 views

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 ...
Anthony's user avatar
0 votes
0 answers
93 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
439 views

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 ...
vicg's user avatar
  • 113
1 vote
1 answer
218 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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