Questions tagged [udp]
Questions about using unreliable UDP protocol in games which requires data exchange via network.
83 questions
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How can I get a response back from my server running a udp socket between my server and home?
I have a c# udp socket I'm trying to send data from to my home. The server socket is hosted at aws, and the client is at my house. I modified the code from the following GitHub to send a response back ...
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How to choose what type of server to use when creating an online multiplayer game?
I want to develop an online multiplayer game using the Scala language. I am quite new to programming; I have developed some simple multiplayer games (think snake, pong), but they cannot be played ...
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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 ...
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UDP authentication
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 ...
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Sandbox game: TCP or UDP
I know that UDP and TCP are not to be used at the same time, so I should only use one. I have read in this site that TCP should be used for a sandbox game. The problem is, My game is going to have ...
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Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution
I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes.
One pretty cool piece of Glenn's guide is that ...
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Multiple small UDP packets vs One big constant UPD packet
I'm making a MMO Bullet Hell game on Game Maker Studio 2 with a node.js server and I'm already able to receive and send information through UDP connections. I NEED to keep the server as fast as ...
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Advices on multiplayer implementation
I am developing a top down shooter and my singleplayer is pratically finished so now I want to move on to develop multiplayer but I have some questions and I am seeking for some advices.
In my game a ...
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C# UDP Multiplayer Networking - issue with choppiness and consistency
I know I've done this incorrectly, but I don't know what the right way is.
Right now I have two clients that connect to a server. Each tick the players send a packet of information containing their ...
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449
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Multiplayer network architecture - why do we need to verify local movements?
I'm messing around with a 2D game using UDP. I've read some books and articles on the logic of a dedicated server to clients multiplayer game and I can't wrap my head around one thing:
What I've read:...
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Client-side Prediction Divergence with Input Packets and Time Differences | Multiplayer FPS
I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles ...
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TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?
I'm currently working on a networking framework for Unity3D in order to simplify making multiplayer games. I'm using UDP for any kind of synchronisation and unimportant data.
My question is: how do ...
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Creating A UDP Game Server
I am currently creating a game in need of networking i.e. server and clients. I have basic experience with socket programming and am able to transfer data between two machines via UDP sockets using ...
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Should I create thread for both UDP and TCP?
So I have TCP connection for stuff like leveing, player info, etc..And I have UDP datagram for stuff like player position, rotation, etc..Should I create new thread for both TCP and UDP on both client ...
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Connecting clients with UDP and WebSocket connections
I'm in the process of making a physics intensive multiplayer game. Naturally I use a UDP to transfer packets regarding rigidbodies between client and an authoritative server.
However non-essential ...