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Questions tagged [multiplayer]

Played by multiple players, cooperatively or competitively, locally or remotely.

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
0 answers
75 views

How can I edit maps from campaign to make them work in the Assault Coop mod in Far Cry 1? There are some campaign maps in the Assault Coop mod, but not all the maps. For the moment, I opened the maps ...
John's user avatar
  • 1
0 votes
1 answer
104 views

In netcode for GameObject, network object script is used to make it networkable which means if the object instantaited it will appear on all clients. Network Transform allow you to sync the transform ...
Muhammad Faizan Khan's user avatar
1 vote
2 answers
220 views

I am building a real time a multiplayer web game using client authoritative server architecture, phaser, node, aws, etc. For an example, if I have a player that walks right and picks up food, I need ...
JobHunter69's user avatar
0 votes
1 answer
98 views

What are my options with Unity to host a multiplayer server as cheap as possible? Preferable if it's also avaliable in Russia.
Треш's user avatar
3 votes
0 answers
77 views

I've been developing a game for a good while. In this game, players can create characters, join private rooms with room codes and in these private rooms, other players can see the pictures players ...
pancake_dev's user avatar
0 votes
1 answer
294 views

I'm trying to create a game with multiplayer in mind. I followed through with the steam documentation to try and get everything set up including making sure I have the test app ID ...
AzureBeorn's user avatar
0 votes
1 answer
140 views

I am new to game development and Godot. The code is gathered from multiple tutorials and now i am stuck. It almost seems to work but my problem is the respawn mechanism. Maybe someone can have a look ...
Jango B's user avatar
0 votes
0 answers
55 views

Hey please sorry if I sound dumb and correct me! So, I am building multiplayer game using react.js,express.js and socket.io and now really want to deploy after building so and also i want to make my ...
Vivek Shah's user avatar
0 votes
0 answers
54 views

In lockstep multiplayer the simulation of game world has to be deterministic. A frequent source of errors is accidentally changing the game state from local player UI functions. This breaks the ...
luminous's user avatar
0 votes
0 answers
63 views

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
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
1 answer
112 views

What are the pros and cons of storing hero stats (health, velocity, stats for abilities) in a database versus ScriptableObjects for my MOBA-like game? I would like to be able to constantly update hero ...
Srdjan Pazin'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

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