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LiziPizi

how do I create a small multiplayer game?

11 posts in this topic

So basicly I want to create a small 2d multiplayer game with a server client and probably more stuff that I dont understand yet, my programing language is c++ with opengl as a graphic library. So my questions are how do I program a server? With what programming language poeple create servers? What is php? Can I define that my own laptop will be the server that will run 24/7? I tryed to find some tutorials but I could not find anything.

Hope you can help me.
Thanks
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Have you considered doing local multiplayer first to get the mechanics down?

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Might be a good disclaimer to add to the FAQ or here, just to point out that some of the links are broken in that FAQ. For example, a link to a resource on this site gives a 404 page, and Gaffer's link goes to a juicer site now.

Edited by BHXSpecter
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... do I even want to know what a Juicer site is?

 

 

 

As to the OP, I did a basic tutorial series on creating a server using C++/SFML as the client and Node as the server.  Frankly using C++ on the server side is... bad.  Will create a horrible amount of overhead for a minimal amount of gain.  In server programming "speed" has a completely different meaning.  Don't get me wrong, you can write C++ servers that perform very well... just doing it, and doing it in a way that scales well, is a fools errand.

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... do I even want to know what a Juicer site is?

Gaffer's site ( http://www.gaffer.org/ ) now goes to a juicer site that talks about the best juicers to buy (the machines that you make home-made juice with like putting orange halves into it to get orange juice).

 

@Serapth

Is there anything your site doesn't cover? I'm blown away at the wealth of knowledge on it.

 

Did some searching. Here is gaffer's new link: http://gafferongames.com/networking-for-game-programmers/

Edited by BHXSpecter
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... do I even want to know what a Juicer site is?

Gaffer's site ( http://www.gaffer.org/ ) now goes to a juicer site that talks about the best juicers to buy (the machines that you make home-made juice with like putting orange halves into it to get orange juice).

 

@Serapth

Is there anything your site doesn't cover? I'm blown away at the wealth of knowledge on it.

 

Did some searching. Here is gaffer's new link: http://gafferongames.com/networking-for-game-programmers/

 

 

 

A literally a juicer, like a Blender... I was thinking much much worse thoughts...  well that or I figured it was on drugs... here juicing is slang for 'roid use.

 

Hmmm... I've yet to do a tutorial on knitting. ;)  What can I say, I'm pretty lucky... I love and dabble in almost all aspects of game dev, so I get to do tutorials on just about anything that holds my attention.  You wont see a ton of super in-depth technical posts though, things like optimizing for X-architecture, as my knowledgeset is broad but fairly narrow.  Those posts are best written by people that spend their days in the trench specializing in a given subject.

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beej guide is pretty good. I havent found any resources specific to games yet though. 

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Backend engineering is really not my forte, but my understanding, from a frontend perspective, is that your backend code should:

 

- Receive requests

- Process requests

- Return results (and save them in your DB assuming persistence)

 

 

Now, let's assume you're translating your frontend code from your usual code to server-based code. What you'll want is to have an independent entity effectively poking your server with queries. You will be pooling this entity from your usual classes. Our personal approach is to make an API class and include all of the message types we could be sending to the server, effectively allowing other classes to poke the API with a request (and letting the API build the request from the arguments, encoding, and sending)

 

You'll also need a standalone entity listening for server messages, and populating them into some form of local database replica, which other classes will be able to get from. 

 

I personally went to PHP because this is what my partner knew the most, and we're using JSON format for all data. 

Note: This is a turn-based game, may not be ideal for real-time.

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