does anyone know a good tutorial for making a online multiplayer game?
there is this strategygame im playing, and i want to make a simulator
of one part of the game, to train working together with others,
the issue is that i can make the game easy enough, but dont know how to
make a online multiplayer game :(
i have looked around, and i saw some tutorials, but they are usually
very focussed on 1 type of game, and not on making the online part, they
usually just give you that…..
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It gets pretty complicated because you have to set up a server or
possibly a bank of servers. There are companies that provide the service
my advice is you should probably work more tcp-ip lan like based, rather
than online straight away. just get tcp-ip working for 2 computers at
once (even on the net) then move from there.
Just dont go tackle the 100 simultanious players right at the start.
You’re asking about a very broad topic, and the ideal solution is often
very different depending on the type of game you’re trying to make. It’s
unlikely that you’ll find much in the way of tutorials.
hmm rouncer, will that work for 4 or 8 computers?
the game im simulating would be fine with 4 - 6 or 8 players, 2 however
would not be enough
As rouncer said, focus first on learning the ins and outs of socket
programming, then work on incorporating that into your game. Beej’s
Guide to Network Programming is a good
starting point. It will cover most of what you need to know. I also
recommend reading Microsoft’s MSDN code pages on the various socket
functions just so you understand the inputs and outputs better,
including certain limitations and to handle all types of errors that can
Once you get the gist of socket programming, you need to learn about
asynchronous programming. If you’re not up to par with this, you should
learn about threads and various thread patterns (task scheduling, thread
pooling, event/delegate pattern).
After completing the above, you should start thinking about creating
your own protocol, on top of TCP/IP or UDP. By now you should know what
those two are and how you should use them. Your games however will need
a format of their own, something your code can parse and extract data
from. HTTP is an example of a protocol built on top of TCP/IP. Once you
define your protocol, you will need to create all the possible packets
that can be sent and received for your game, and then build a packet
handler to manage that. This is where you will need to think about a
good design to put all the pieces together.
Finally, you will have to think about latency and synchronization,
network prediction, and protocol compression. I haven’t seen these
topics covered well, but they are fairly intuitive. At least if you get
as far as doing all of the above, you should be able to problem solve
these as you go. As you get more experience, these solutions will come
more naturally to you.
okay thanks :)
then i have some work to do XD
i figured this game i was planning would be easy compared to a normal
game, as the computer only have to send information 1 time in 30 seconds
to tell the moves that are made, as it is a turn based strategy game in
which the turns are done at the same time, so the players have 30
seconds to guess what the others will do and put their own moves ready,
and then the server asks for the moves and calculates what happens.
You could also check out SFML if you are working in c or c++. They have
a networking library. I think it’s divided, so you don’t have to use the