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Found 19 results

  1. Hi, I have a strategical question. Imagine a standard multiplayer shooter. What are the ways to broadcast and sync the shooting events? I ask because I'm confused by the weapons like automatic rifles - they shoot many times per second, or can fire just 1 bullet, it depends on how long you press the mouse button down. If in a match there are 20 players, all of them have rifles and shoot constantly - does this mean, that each player sends tens of websocket messages every second, which means the server side broadcasts hundreds of them every second? And if there are hundreds of parallel
  2. 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) {
  3. 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
  4. Hello, I am working on a catch and run game, and I have cat and rat meshes along with a height map that creates walls for me. I have the locations of rat and cat, also my objective is using websocket to play this game, so I should know information about locations. Simply, I want to send some information to the users so, they can decide which way to go. In Gazebo simulation program, LaserScan that has distance array to the obstacles with decided view of angle such as pi radian is used for deciding which way to go with no knowledge of the world. How can I achieve this goal? How can I get th
  5. Hi, About my project: It is intended to be an up to 2 player street-fighter/tekken type of game. For a game dev class I have to create and deploy a javascript game. I would like to add the feature that the user can use their phone as a (wireless ideally) gamepad/controller and their desktop would be the monitor to show the game (this would all have to happen in real time). I don't have any back end development skills, nor do I really have the time to pick them up, so something like Websocket would be impractical (I know there is Kaazing, but I followed their documentation step by s
  6. Yatzy Solitaire - An HTML5 game by ludado.com Hello, Yatzy is a classic and incredibly addictive dice game. Its features: - You can play it on every device: desktop or laptop, mobile or tablet, even on your Smart TV. - You can play as guest or as a registered user. - Daily, monthly and all time global rankings. - Free to play. As a HTML5 games developer, you might believe that it is an easy to develop game, but it takes advantage of the Websocket API, so that the game logic is executed on server side. We would like you to give us feed back on th
  7. Hello I started playing with phaser, some time ago. But now i wanted to try something new, something like Websocket + phaser. And i stuck :/ So, i want to make multiplayer "Game" but i stuck, i cannot happen that game will be still working in background. It should be working that i m logging at 1st tab and sprite is apearing, than i m logging at 2nd tab and on first another sprite is apearing but on different position. So at the end, at the 1st tab will be 3 sprites, or more, depends how many tabs you will open. Sry for my bad engladno :/ I hope you understood so
  8. Hello! I'm faced with a problem and looking for a good solution. The problem is how to load test my websocket multiplayer game by simulating n real clients? My game works great when there are just a few clients while developing, but recently I had about a spike of new players join from a school at the same time, and my game did not scale well at all. So I have a scalability problem and I need to fix it, but the question is how do I know when it's fixed? I need a way to on-demand scale up to N number of simulated clients, to test my scalability. Problems with load testing web
  9. Hello, I'd like to ask you guys about your experience and for some advice. I'm looking for some hosting which would allow me to run node.js app on the server side and allowed me to use websockets. I'm doing some screening know and I'd love to have some info from you guys to see what works for you the best? It would be nice if the hosting also supported php + mysql, I'm not necessarily looking for a free hosting, I'll be moving a company website there as well because I'm not too happy with my current provider considering what I pay for it and what i get back from them. Thank
  10. Good evening guys, I am looking for an Expert HTML5 Game Developer to be based in Hamburg. Please get in touch with Will Roeder +44 7809 471749 +44 203 745 7901 will.roeder@select-tech.co.uk Description HTML5, JavaScript, and WebGL are your passion. You like to get started with the latest online developments right away. You believe strongly in open standards. You take pleasure in applying your experience and expertise to ensuring that games made with HTML5 and Javascript stay on the right track. You're not afraid to try out future technologies.
  11. Hi I am building a WebRTC multiplayer game. I want to use the HEADLESS mode but it doesn't seem to work? i set rendering to HEADLESS but it still renders. How do you actually use it? Also, is there a solution to not stop the update loop when tab change or window is minimized? If your curious to what I'm doing, here is my progress so far:
  12. Hi guys, I'm new to game dev, and I need your help I'm writing basic multiplayer deathmatch game (tanks), server side is almost finished and now I need to adjust the client. Server sends world updates every 20ms, including updated positions of tanks (x, y and angle). JS client is based on Phaser, but it doesn't use any predefined physics, all calculations are done on server. The problem : When client receives new position of tank, it has to update position of sprite. Currently this is done in 'update' function: tank.x = updatedPosition.x; tank.y = updatedPosition.x; tank.ang
  13. I run into an annoying problem which I don't know how to solve. I don't know whether WebSocket Server delay sending the message or WebSocket delay receiving the message. var WebSocketServer = require('ws').Server; var wss= new WebSocketServer({ port: 88 }); var players = {}; var playerInc = 1; var gameLoopHandler = setInterval(function() { broadcast(new Date().getTime().toString()); }, 200); wss.on('connection', function connection(ws) { console.log("Player ID ", playerInc, "is connected"); // Add player to the player list var id = playerInc; players[id] = ws; playerInc++;
  14. I'm using laravel's hoa websocket plugin for websocket event listeners, I attached a function on update event to send the players movement to other players. Using 2 browsers to simulate the multiplayer, the one that moves sends an events telling that a player is moving in a certain direction, on the other hand, the one that receives updates the player/enemies movement but it wasn't the exact movement compare to the senders' position. Please help me, below is my code: app.js var Player, randPos, sendUpdate, socket;socket = new WebSocket('ws://127.0.0.1:8899');randPos = function() { return Ma
  15. Hi Everyone, We have just launched a new service and JS library named PlugPIN. This free service makes it really easy for developers to turn smartphones into remote controls for games, apps or devices. You can check it out at: www.plugpin.com The idea about plugpin is that you can connect any smartphone to any device anywhere. Nog passwords, login's etc. Just fire up your browser, enter the pin and go. Currently there are just two examples displaying the functionality on the homepage. But there are some more examples in the documentation. Please check them out. And if you like it then
  16. Hi everyone, I wanted to point everyone to two examples we just put online. They are part of the examples of a new free service named PlugPIN JS that we just launched. This service turns smartphones into remote controls for games, websites and apps. Here are the two links to the examples, both built with Threejs: 1. Simple Shooter http://surf.plugpin.com/apps/demo-walkthrough/ 2. Remote Controls with Gyro http://surf.plugpin.com/apps/demo-orientation/ The second example is fully documented under "onOrientationChange()" in the Docs. We hope you like it and that it sparks your crea
  17. I want to create a board game that has a same system like Super Sync Sport from Google. I just know some technology that use for this game but I don't know how to start to make it. Thank you for your suggestions.
  18. Pyramids Multidevice HTML5 game by www.ludado.com @ludadogames Hello, Pyramids by ludado is a classic solitaire card game. Its features: - Easy to play but incredibly addictive. - You can play it on every device: Desktop or laptop, mobile or tablet, even on your Smart TV. - Play as guest or as a registered user. - Global rankings. - Free. As a HTML5 games developer, you might believe that it is an easy to develop game, but it takes advantage of the Websocket API, so that the game logic is executed on server side. We would like you to give us feed back on the game. Thank you very much.
  19. Hi there, A while ago I created a realtime(ish) multiplayer game for a university assignment using Phaser, Node and Web-sockets. I haven't been able to put it anywhere before it was marked, but now that it has been people can take a look This was the first proper game I have made and for some crazy reason I decided to attempt a multiplayer game. I didn't really have a clue how to implement multiplayer so there is probably (definitely) a lot of insane stuff going on in my networking code but it seems to work not too badly. Eventually I will upgrade the networking code to follow more along
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