How exactly does open feint and game center multiplayers work? - iphone

I am newbie to this and i can't figure out how they work? Do i have to have own server? How are communications between players done?

I am not sure if I understood your question. If you are talking about the Apple's Game Center then I got you an answer.
GameCenter provides an interface that your application needs to follow, so your game can be integrated with the "game social network". You have to own a server only if your game cannot use peer-to-peer connections. The Game Center is very useful because you do not have to implement a lot of resources like matchmaking, achievement-like logistic, leader boards, etc.
You will find more useful information at: Game Center Overview

Related

Multiplayers online game (MMO) | Architecture | Learning Path

I want to learn game development.
I'm coming from Web, Desktop and Mobile Applications.
where is no really REAL-TIME programming.
And all architecture templates and life cycles is very different.
Now I have 1 idea for game. I don't know if this will very good game, but for first game my main goal is - Get experience
My game is online game with 2 players.
The players has cards (like in Clash Royal) and will player release the card - game need to do something.
Now question is in Architecture....
In applications that I made - all business logic was on SERVER SIDE..........
But If i understand right - here is Game on Players phone do all business logic..and server is just "message provider" ??
The second question is - If I have to use online service (like Photon) or build my TCP/UDP server.. (Its not so hard and for first game I think I can do it by myself)
UPDATED:
The main question what is resources I need to read for get more information about type of Architectures in Game Dev?
Thank you for your answers.
There is no RIGHT ANSWER for your question, as there are many ways to do an on-line game, and everyone have their pros and cons, like:
Host & Clients, where one of the players is acting like a server.
Authoritary Server, where all the logic is calculated on one side, and then update the others.
If you are working on Unity I recommend you to look the different network api's over there: Photon, Unet...
You can use the server services that Unet provides, or build your own system.
But one advise: don't mess with physics on on-line games, will be punishing.

Unity5 - Make a server only for multiplayer game

I followed the Unity tutorial of an online multiplayer game (here), and the architecture is the following :
But I would like to have this architecture :
I would like to really separate the client part and the server part in an online game. I'm new with Unity and especially with online multiplayer game and I really don't know how to do that. I don't want the solution, but maybe idea of how to do that.
Thanks a lot for helping me.
I am surprised you didn't learn the Tut and post this question. obviously you can make separate server.
As unity UNet basic concept stated:
In the unity networking system, games have a Server and multiple
Clients. When there is no dedicated server, one of the clients plays
the role of the server - we call this client the “host”
Three Modes of UNet Multiplayer Game:
A Networking multiplayer game can run in three modes - as a client, as a dedicated server, or as a “Host” which is both a client and a server at the same time. Networking is designed to make the same game code and assets work in all of these cases. Developing for the single player version of the game and the multiplayer version of the game should be the same thing.
NetworkManager has funcions for entering each of these modes:
NetworkManager.StartClient()
NetworkManager.StartServer()
NetworkManager.StartHost()
Check UNetManager for more details
You can open a Unity instance as a dedicate server.
NetworkManager.StartServer();
However for current state of UNET you can only have 1 room per Unity instances.
Which mean if you want to open many game room at the same time it'll cost you a lot of hardware.
Run as headless mode (No GUI) will help you a bit but that's not enough (Currently I've done that on DO).
So my recommendation is don't use UNET if you want massive users on your game.

iOS Game Center Peer to Peer using Game Kit

I would like some confirmation before looking into the APIs deeply. Does Game Center let developers build an app so users can connect and interact with each other seamlessly ?
I mean, if I wanted to build a simple game, like a multiplayer quizz. I want people to look for each other on game center, go to a "game room" and answer the same quizz questions, the fastest winning.
As a developer point of vue, what will be required to my app ? Do I have call back like
player:(Player *)player didSendData:(NSData *)data
so I can check who gets the good answer and broadcast a message to everyone (to update their screen)
I know I could RTFM, I just want to know if "yes" that's basically the goal, or "no" you won't be able to do that with game center.
Thanks !
The answer is, Yes, you can do that. You can use Game Center to connect users using Apple's matchmaking services. This allows you to send push notifications to other Game Center users to invite them to connect. There's also the underlying GameKit framework (which Game Center uses) that allows you to create an ad-hoc network between devices in proximity over BlueTooth or Wifi. You can also dive into a bit of hardcore C and use Bonjour to connect devices. I use both peer-to-peer and Game Center connectivity in my game Cee-lo.

Simple Game Server

I'm looking for a simple game server for an iPhone game I'm creating.
The game is turn based, so I just need a way for players to find other players,
and then have the server gather and send out turns.
It's a simple two player card game.
If you have ever seem the with friends app.. ( Chess with friends, Words with friends ) that is the type of server I'm looking for.
Any suggestions on free or low cost software I can use??
If you would like to integrate OpenFeint, there is a turnbased multiplayer component you can take advantage of. No independent server required, with a simple and capable API ready for you to use.
http://www.openfeint.com/ofdeveloper/index.php/kb/article/000074
Here is a similar open source game. It is a two-player game server.
It can be hosted on Google App Engine.
For something scalable you can use SmartFoxServer or Google App Engine if you want to role your own scalable backend on the cheap. Integrating with Apple Push Notification could be done with Urban Airship
You can use Apple's GameCenter's built in Match making feature to create turn based multiplayer games.
http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/MatchesandVoice/MatchesandVoice.html

iPhone and it's wireless area

Is there a way to discover other iPhones in the range of it's wireless area? So I give an example. I am staying at the airport. Somewhere near me there is also an iPhone. Me and the other iPhone's owner playing the same game. Is there a way to alert me and the other player that we are so close to eachother? Is this working also if we aren't on the same wireless networ, or there aren't any wireless?
And if there is a way to do this, can you give me some start point? Like a link where I can learn the basics or something like this. Maybe the name of this procedure, because I either don't know how to search in google about this topic. Thanks in forward!
The peer-to-peer discovery and connectivity you're describing can be accomplished with Game Kit framework.
Originally I thought it only worked via bluetooth, but after quickly looking over this GameKit Wifi question it seems wifi is also supported.
Hope this helps!