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Questions tagged [websocket]

A bi-directional WebSocket protocol makes possible more interaction between a browser and a web site, facilitating creation of real-time games.

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Background I am creating a networked web game using NodeJS, Express, and SocketIO (Note, however, that this question is agnostic to implementation details). I have implemented a client-server ...
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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
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I'm a little confused on when it's needed to bring in Mongo or MySQL in a web browser multiplayer card game. Here's my plan so far: I'm using React, Node.js, Express, and Socket.io. I'm having the ...
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I am trying to use a websocket and some C++ code in order to trigger a function toogleLight every time Unreal connects with a server. But I have the following error:...
Nicolas Osorio Bustos's user avatar
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I'm using this library to connect to websocket server: https://github.com/czyzby/gdx-lml/tree/master/websocket It's working on android/desktop applications, but when compiling to html gwt app with ...
Часть Пустоты's user avatar
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My Unity project uses the Mirror Networking component and I am using an AWS free tier EC2 instance to host it. I configured the instance following this guide from the Mirror documentation, including ...
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Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
Michael Moreno's user avatar
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415 views

How to pass custom header information on a Godot4 WebSocketPeer connection?
Victor Lee's user avatar
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I'm currently working on a fast-paced multiplayer sports game using Godot. The players' movements and actions are already being synchronized with WebSockets and Channels using a Node.js server. I now ...
Drikus Roor's user avatar
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What will the different layers in the stack look like in the osi model?
karsh's user avatar
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In a multiplayer chess game based on web where the server must validate the plays, store the current game state and provide the gameboard info to be rendered on client side, among other things related ...
Yago Biermann's user avatar
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801 views

There's a lot of multiplayer games out there that uses countdown timers to set a time limit in their game sessions, but how is it actually implemented? For example, in a chess multiplayer game based ...
Yago Biermann's user avatar
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I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
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I built a multiplayer fighting game with impactjs, socket.io and nodejs and faced with "change variables hack" (I want to call it like this). All my current logic with jump, running, shoot ...
李白 puer's user avatar
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I'm trying to develop my first ever browser-based multiplayer game that utilizes my own websocket server which has no multi-threading capability. It will be a game where players try to be the fastest ...
Decent Dabbler's user avatar
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For games it is best to have non-guaranteed sent data, otherwise the game slows down while it waits. However, when one user initiates a game, then that has to be guaranteed data, otherwise the other ...
Rewind's user avatar
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I am trying to work out the protocols to set up a game between 2 players and the ideas behind getting the timing right between those two players in a running race game. Since this is obviously a timed ...
Rewind's user avatar
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I have a WebSocket hosting on repl.it But when the repl sleeps, the WebSocket does as well. My friends told me to have a pinger to ping the site. It doesn't work. They told me to fetch the server. ...
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I developed a multiplayer FPS using WebGL, Nodejs and WebSockets. So far it is running great. I am currently using setInterval(sendPlayerPositions, 16); to send updates to WebGL clients. Ideally I ...
Ray Hulha's user avatar
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I'm a bit stuck on a delegate error in Unity. The code works fine if I'm in a c# console app however Unity is giving me the error: Cannot convert lambda expression to type 'IObserver' because it is ...
Willie Wight's user avatar
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In an authoritative game server working with websockets, should you store every action to the database before sending the response to the client? The risk is the slow response time. Or should the ...
Arty's user avatar
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Is it possible to build a websocket client (eg using blueprints) and then package this into an EU4 server (like suggested here). If so, would this mean that the EU4 server's websocket client could ...
Shasaur's user avatar
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I'm going to develop a real-time browser game using NodeJS in backend for a fast WebSocket, but I'll both prevent bots and other cheats, so my frontend JS might be very advanced. I'm experienced with ...
Lasse Brustad's user avatar
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I'm currently developing a 2D game in the browser with Nodejs and Canvas. Im simulating the world state in the server side with a timestep of 60 frames per second. Im only sending a snapshot of the ...
Paco S's user avatar
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I have integrated WebSocketSharp with Unity 2018.4.14f1 and it works well with Android and IOS. I wanted to know that most of the other socket.io plugins for unity have a wrapper of Class Packet over ...
user135890's user avatar
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There are plenty of good Websocket APIs for C#, but I run into trouble when targeting Unity WebGL due to this restriction described in the Unity documentation: No direct socket access Due to ...
Jonas Re's user avatar
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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 ...
FanManPro's user avatar
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1 answer
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I am developing a small game where latency matters and I have been reading this article https://samrueby.com/2015/01/26/why-is-https-faster-than-http/ and it claims that Https is faster than Http. I ...
videogamechef's user avatar
1 vote
1 answer
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I have recently uploaded a server with node js in my AWS environment and added a HTTPS listener in my load balancer. Also generated a certificate using ACM(AWS certificate manager) for my google ...
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I'm considering building a multiplayer game having a central server handling the game and keep clients updated. I was checking various examples of ".io" games styles of implementation and seems pretty ...
Dan's user avatar
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So i'm struggling with making my cross-platform client side to work, specifically on HTML part. I have java server that is responsible for all the controls and events, and I control it via netty-...
Eivyses's user avatar
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1 answer
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Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js? If so point me in the correct direction to read more.
morgansbyers's user avatar
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I am running a Unity Game on a PC (for development purposes) and then on an Android phone (for production). I need to send data to the Game continuously from a WiFi enabled microcontroller (Esp32). Is ...
Nadim Ahmed's user avatar
4 votes
0 answers
883 views

The official Unity documentation says that, to run websockets in the WebGL player, you should use this plugin on the Asset Store. Unfortunately, following that link leads to a notice that this asset ...
Mason Wheeler's user avatar
1 vote
2 answers
935 views

I have started work on a new game project where users are in an open environment and fight each other in a fast-paced shoot-out. I know that compressing all of the WebSocket's payload data using zlib ...
Jacob Gunther's user avatar
1 vote
1 answer
152 views

I am implementing a pretty straightforward client/server multiplayer architecture with Socket.IO and am having an issue where my client framerate seems to be faster than the servers. I have both ...
zpr's user avatar
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2 answers
264 views

Im doing a online game havingclient, js html5, and server, nodejs with websockets. I've read some blogs about websockets security, and its limitations, but no real implementation or example. Could ...
franmcod's user avatar
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1 answer
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I'm creating a 2-player online game using Node.js with Express and Socket.IO My task is to create a new room when 1st, 2nd, etc ... rooms are full. From this article I know how to create one room for ...
Vitozz_RDX's user avatar
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418 views

Im attempting to make a online game in python, though I have ran into a problem. Basically I want the game to be playable in many regions, but the websockets are to laggy to be played in farther ...
Dup Dup's user avatar
1 vote
1 answer
629 views

I have built a realtime multiplayer web game using WebSocket protocol. In my game I create about 100 AI bot players to simulate playing the game with the real players. Every time a bot is dead the ...
newguy's user avatar
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1 vote
1 answer
1k views

I'm working on an app that uses a LabVIEW implemented server on the backend that is proxied via apache. It works great on desktops and android devices but on iPhone and iPad the websocket connection ...
UnlikelyNomad's user avatar
1 vote
1 answer
2k views

I'm making a multiplayer game using socketio + nodejs. Currently I use setInterval on my server and requestAnimation on my client render. Now I want to create multiple game instances for each room and ...
user111794's user avatar
2 votes
0 answers
666 views

Context I am building a MMO game in HTML5 with canvas. I use NodeJS on server & JS from scratch on client. I also use socket.io to manage realtime. The game is persistent & each player keep ...
ElJackiste's user avatar
1 vote
0 answers
140 views

I am trying to add a gameobject to my game using a socket connection. I have a SocketHandler class, which simply connects to my NodeJS socket server, which can also call a method on another class, ...
MortenMoulder's user avatar
3 votes
3 answers
22k views

Is there any way to implement websocket server, which I can run inside Unity3d standalone linux instance? I gonna connect to it directly from webpage (pure javascript, not Unity3d WebGL). I've tried ...
Epsiloncool's user avatar
0 votes
2 answers
2k views

I am building a 2D top-down MMO that's very lightweight. I have a master client that determines everything's position and actions, and sends this information to all other clients. Now I have made a ...
Svp's user avatar
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2 votes
3 answers
813 views

We have an app with several mini-games in it and in each a highscore can be achieved. The score gets submitted by requesting an endpoint and passing the score as a json in the body. How can we be sure ...
dabo248's user avatar
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1 vote
1 answer
844 views

Inspired by BrowserQuest, I want to try my hand at making my own kind of game like this but I don't really know anything about game development other than the basics, like how the game loop works. ...
Jazcash's user avatar
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1 vote
2 answers
358 views

I am using JavaScript + Node.js+Websockets to develop a multiplayer card game. In my single game version the Win determining calculation is done on the client side (of course) with a function. It ...
Frostless's user avatar
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1 vote
0 answers
1k views

I am building my client/server realtime MMO game using websocket which is based on TCP. My game will be server authoritative and will use non-lockstep. That means all game logic (not graphical) will ...
newguy's user avatar
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