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Found 15 results

  1. Hi everyone! I'm working on the fast paced multiplayer browser pvp game with following gamedev stack. Angular Website -> global place for the game, responsible for: user account state, game UI, user info etc. (REST and WebSocket connections) Client Game Engine -> based on ECS and PIXI rendering with custom gameloop, client-side- predition and all that stuff. (WebRTC Geckos.io connections.) Nest.js -> backend for angular website, chat, matchmaking, creating services with Server Game Engines when players are ready to play. (REST api and WebSocket connections) Authoritati
  2. I am new to server side programming , i want to know how the client connects to the nearest server(one at us, other at europe, and some more) for low latency.Do client has to send a ping to each server to check the latency or is there any other mechanism.
  3. Please bear with me, I am completely new to game networking. Any help and improvise in this question will be appreciated!!! I have been playing around with BJS (babylon.js) for a while now, wanting to make a real-time multiplayer game. I have been searching around the web about game networking, and read this: https://github.com/gafferongames/gafferongames/blob/master/content/post/what_every_programmer_needs_to_know_about_game_networking.md It gave me a clear idea of how should I go ahead. But in all the forums, I hear people saying game networking is very hard, not to waste
  4. I have multiple servers in multiple locations. I need to get the frequency at which the websocket messages are received. When I connect to a low-latency server, the frequency is normal (50 - 60 ms). But on high latency servers, the frequency sometimes is 0. I asked a similar question not to long ago, but the answer there was that the socket is buffering messages. I find this unlikely since it only happens on high latency servers. Here is the code responsible for handling the websocket: startTime = Date.now(); ws.onmessage = function (evt) {
  5. Im receiving websocket messages on my webpage, and i'm trying to calculate the frequency at which they are received. I do this like so: let startTime = new Date(); ws.onmessage = function (evt) { prevData = recivedData; var receivedMsg = evt.data; recivedData = JSON.parse(receivedMsg); const endTime = new Date(); const timeDif = endTime - startTime; startTime = endTime; console.log(timeDif) } But it seems timeDif sometimes is 0, and I find this unlikely. People in other questions of mine have sad that its due to the websocket buffering incoming messages. How do I prevent t
  6. Many of you know games like agar.io, slither.io and many others. Most of them are implemented on top of WebSockets, which is based on TCP. Due to that pretty much all of them suffer from some latency issues making them less responsive and limiting over what multiplayer games can be implemented in the web today. So here is public demand for Web UDP: https://github.com/Maksims/web-udp-public Which is collaborative effort to shape requirements by developers as well as awareness about need of UDP, so to motivate W3C members and browser vendors for work on specs and implementations that w
  7. Hey everyone! I've just released version 0.5.0 of Colyseus! If you haven't heard of it, it's a multiplayer game server for Node.js that has been designed to be really easy to develop real-time multiplayer games as a solo developer. Read more details of this release here: https://medium.com/@endel/colyseus-html5-multiplayer-games-made-simple-v0-6-0-alpha-update-d5d0e5eba4a0 Repository URL: https://github.com/gamestdio/colyseus Cheers!
  8. Hi! I'm in the process of developing an online multiplayer snake (4-8 simultaneous players in a grid based arena) with the stack involving Phaser in the client, Node in the backend with the networking protocol being websockets through socket-io. The progress made so far has been a prototype consisting of a dumb client and an authoritative server. The server proceeds game logic by 100ms and emits the result to the client at the end of each iteration of this game loop. The client is able to tell the server to change its direction to up, down, left and right, respectively, and the server will use
  9. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first interna
  10. As I don't have an external server at the moment, I'm trying to fake a bit of latency using SetTimeout. The code is based on Gabriel Gambetta's code for handling an authoritative server: http://www.gabrielgambetta.com/fpm_live.html And yeah. I know the code is very ugly and prototypish, no handling of multiple users, etc. etc.. I am sending inputs as well as the time the key is pressed, as a way of making it time-independent, but I have no sanity checks. If I keep the networkLatency at 0, it seems to run very smoothly, and both reconciliation and prediction works ver
  11. As my little project is done using Babylon, I thought this would be the most fitting and active section. If not, mods may move the topic as they please. I am unsure as to how it is possible to apply Server Reconciliation when using physics to drive the movement, as I am using Cannon.js. The examples I've seen on SR are based on movement, by first applying the confirmed position, followed by applying all the unconfirmed input, and thereby smoothing the movement of a local player in a multiplayer setup. I don't really see how this is possible, as by far as I know, Cannon won't be
  12. I have am running a 3D multiplayer physics game where I currently send the input (4 keys, position: x,y,z and velocity x,y) to the clients (8 clients in total) 30 times a second. Is this considered to be a bit too much? Also, I assume changing (1) to (2) would decrease the size of data that is sent? (1) var keys = {l:true, r:true, u:true, d:true}; (2) var keys = {l:1, r:t1, u:1, d:1};
  13. I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates to the connected clients after every step, this means information about every entity that is in the world. Since my game is rather slow and rts based, a lot of the entities do not change state after every step and do not need to be updated. So to reduced server load I added an update queue. Only entities that require an update are added to this queue and it is executed after each step. Looking at
  14. Hi. I'm actually new to HTML gaming, but I definitely see the potential. The thing is - until now, I've mostly used Java (libGDX framework) and, well, networking might be an issue if you want to (for example) use GWT. So, before I start digging into Phaser and JavaScript, I'd like to ask two questions: 1. Does this framework provide a networking API that would actually work on all browsers and isn't horribly complicated? Classic server-clients structure is fine for me. 2. Does it have a GUI API, preferably one that supports ninepatches? Sorry for wasting your time, take care. ; )
  15. We’re excited to announce the alpha release of AppWarpS2, our on-premise gaming server solution! We launched AppWarp cloud less than a year ago and have seen great adoption in the multiplayer developer community. One of the features often requested was the ability to host and extend the server side by the developers themselves. The release of AppWarpS2 fulfills those requirements. AppWarpS2 allows developers to tap in and extend the same server engine that powers our cloud product. Using our server side libraries and SDK, developers have the ability to build their own full-fledged Java game
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