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Questions tagged [server]

The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

5 votes
4 answers
5k views

I'm wondering why there aren't any tools to automate the generation of an authoritative game server? It appears to be a simple task. However I've only worked in simple 2d games so I'm not ...
JobHunter69's user avatar
2 votes
1 answer
692 views

So I'm trying to understand how multiplayer works in Godot and the docs are very clear when one application is the host and the other applications join the host. Now i want to have a dedicated server ...
LoonPie's user avatar
  • 96
2 votes
0 answers
110 views

In https://developer.android.com/google/play/licensing/server-side-verification it was said that it is possible to perform license verification check on a server. The step for server-side license ...
pi squared's user avatar
1 vote
0 answers
109 views

I'm building a Server-side engine for 2D sandbox game similar to Terraria or Starbound. The language I use is Dart (similar to JavaScript or C#). Currently I'm trying to figure out how to make a good ...
Zekfad's user avatar
  • 11
0 votes
0 answers
37 views

Starting with the fact that my background is non-technical, I have used a keystore with my Unity game build that is for Oculus, Rift, etc. Now I want to verify the authenticity of incoming client ...
SKB_BGPL's user avatar
0 votes
1 answer
612 views

I apologize if this is not the proper place to ask this question but I am hoping that if you folks cannot help then you would know of someone or somewhere to send me to get the answers that I have ...
Eroded Gaming's user avatar
0 votes
0 answers
130 views

I want to create a Unity WebGL application, that will run in a browser. I want to allow this application to "listen" for messages, so it needs to be a server. What could be the developing ...
stighy's user avatar
  • 477
1 vote
1 answer
253 views

Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
AseN's user avatar
  • 113
0 votes
1 answer
147 views

I'm creating an online game (2d platformer) and I'm having some trouble understanding what to send clients. I'm sampling each player's input and sending it to the server after a set amount of time. ...
Kaeru's user avatar
  • 3
0 votes
0 answers
263 views

How do games handle arrays/objects of billions of lines to load every gameobject/players positions of big maps for example (server side, for authoritative servers)? I understand it could be split ...
Owow's user avatar
  • 101
0 votes
0 answers
901 views

How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
olegshmel's user avatar
1 vote
0 answers
798 views

I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop. I'm currently using a setinterval every 15ms, but someone ...
Wild Royal's user avatar
0 votes
1 answer
3k views

I'm trying to make a multiplayer game where there are multiple levels. All these levels will have different rooms, each with a max player count of 4. Basically, player selects a level check if there ...
UserUser's user avatar
  • 171
0 votes
0 answers
87 views

I have multiplayer server written in C that handles various tasks like user sessions, game states and database. The server communicates with clients via TCP sockets. There are multiple threads each ...
user159155's user avatar
0 votes
1 answer
577 views

I am relatively new to how asset bundle works in Unity. Based on my learning, it seems one uses UnityWebRequest.GetAssetBundle to download an asset from a specified ...
cr001's user avatar
  • 153

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