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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).

1 vote
1 answer
70 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'...
PudgeKim's user avatar
1 vote
0 answers
40 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 ...
Rob's user avatar
  • 53
0 votes
0 answers
24 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 ...
tonicebrian's user avatar
1 vote
0 answers
95 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 ...
Sean2148's user avatar
  • 145
0 votes
0 answers
42 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 ...
artemonster's user avatar
5 votes
1 answer
776 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 ...
SmileyTheMimic's user avatar
1 vote
0 answers
103 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 ...
Gus Funder's user avatar
0 votes
1 answer
96 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 ...
hmmmm's user avatar
  • 1
0 votes
2 answers
120 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 ...
VoidTwo's user avatar
  • 103
0 votes
1 answer
116 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 ...
Mirula's user avatar
  • 1
0 votes
0 answers
103 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 ...
Hydroper's user avatar
  • 101
0 votes
2 answers
74 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 ...
Charlie's user avatar
  • 101
0 votes
1 answer
361 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 ...
Maxgmer's user avatar
  • 105
1 vote
0 answers
106 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 ...
Papa Dragon's user avatar
0 votes
0 answers
27 views

TCP vs UDP for Initial World State [duplicate]

I'm currently designing a fast paced multiplayer game with up to 6 concurrent players. How should I send the client the initial world state from the server before the game starts? (such as the list of ...
PlutonicStudios's user avatar

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