As a programmer myself, and as someone who got into programming just to build multiplayer games, i think i can explain things even more, although you did a good job, you only explained server based and peer to peer architectures, not how an MP game actually works. In the simplest terms, a multiplayer game is a single player with simulated NPCs, other players you see and interact with are NPCs that are not controlled by AI, but with a set of commands from the server, essentially the server broadcasts every information about every player in the world, clients receive it and move their (dummy) NPCs accordingly, but that poses a bigger issue, how should it all by synced ? It all comes down to 3 choices, trust the sender, trust the receiver or trust neither and allow the server to be in charge, all of them comes with their advantages and issues, lets say we'd want to sync a shooting action, Player X aims at Player Y head and pulls the trigger, the outcome should be a headshot, but the process is more compilcated than it seems, mainly due to latency (the time that a packet takes to be sent from a network to another), so if at this very moment i pull the trigger and land a headshot, other clients will be notified after lets say half second, meaning that they'll not recognize it as an accurate hit, thus making it out of sync. So in order to resolve the issue, we'd have to implement one of the choices mentioned above: 1 - Trust the sender: Basically the most accurate out of all, the sender tells the server (and the rest of the clients) that he landed a headshot, ensuring that we get the most accurate hit, but that poses even a bigger problem, CHEATING, if we allow the client to tell us which players he killed, we'd end up with players crushing entire teams instantly, thus making it the least chosen method out of all. 2 - Trust the received: Exactly the opposite of number 1, we'd have the receiver calculate his position at the time the bullet was fired and tell us wether it hit him or not, and although it still poses a cheating problem, having a player cheat his death is still less severe than cheating his kills. 3 - Let the server be in charge: It eliminates both choices above, and allows the server to be in charge of who hit who, allowing less cheating, and ensuring a fair play between both, but it still doesn't solve the problem, at first, it would require the server to calculate every single bullet shot by every single player against every other player, which will exhaust it, hence the lag, but also, the server only knows about the world from its clients, meaning that if a client skips a frame, all calculations would be thrown away, rendering the entire process useless. So now, you know a little bit more about what goes in the background of making multiplayer games, there are still more topics to cover like why its impossible to beat cheating and how to deal with lag, but thats for another post!
m0niSx awesome explanation! I honestly wish more gameranx videos went this in depth. I have a solid understanding of programming and I always feel like these videos are for people who are clueless about the topic and don't go very deep. Thanks for the clarity!
claudio roperti hahaha this isn't informative i wanted to know what type of data the online database stores to get such rapid get /post responses im sure its a kind of open Web socket but still id like to know the details
Gabriel Pauna Dedicated servers aren‘t just databases. They host the entire game and therefore create the whole game environment, including your instance for other players (which is why they‘re so expensive). Your local game does what it can localy and therefore only a small delta needs to be corrected.
I'm sure the detailed programming information is privileged meaning companies aren't going to publicly tell how they program. Because for some people that would be like the companies sharing their passwords. I base this assumption on the knowledge of companies keeping trade secrets.
Either you want peer to peer connection (everyone needs to have good internet connection) or you want centralized network (dedicated servers do the work of connecting everyone). Side note: Multiplayer isn't truly multiplayer, basically the servers tell everyone's computers that 1 specific player is on a certain location of the game doing a certain action that may effect other players that gets interpreted as a seamless experience.
We really need more videos like this on mainstream gaming sites. As a developer(non-game dev), I notice that people don't realize how "hard" actually it is to make video games + how much money is actually spent making a game. Just remember that every "bad game released" was a work of art for a bunch of people working really hard. Ofcrouse we as consumers can critic, but we shouldn't forget the immense hard work behind every game.
A few new topics for vids can be :-- How much does it cost to maintain a multiplayer game..? Or Multiplayer v/s singleplayer. Or AMD v/s nvidia Or maybe a few videos over components as SSDs and System cache memories.
*If someone burnt down the server farm in Iceland that Star Wars battle front 2 was on, well some would say justice is served, but the...* Nice. Just nice.
If someone did that we might just have a new hope. However, I think we all know EA; they would probably just strike back. Probably just a matter of time till Disney buys EA out and then there would be a whole new battlefront to fight on.
Eshitva Prakash It's not badly programmed at all. Likes don't matter to RUclips so they can instantly update them. Views however is a currency which is important for monetization for example. Therefore they need to make sure they are 100% legitimate and not created by bots.
Eshitva Prakash unless you actually weren't joking and you use a claim of humor to skirt your way around getting called out due to lack of technical knowledge.
Peer-to-peer games still require a dedicated server for matchmaking. Only games in which you can directly type in the host player's IP address to connect to them don't need any kind of external server. Also, peer-to-peer games usually only have one player acting as the host(where their system is being used as the server) and everyone else is simply a client.
FACT: Splitscreen Freeroam is the hardest thing a developer can do since they say the console can't handle it and it's been said for years and no new console has achieved it yet(bordlanders doesn't count)
For all those who don't really understand. The best way to describe it is a that a server is a key-logger. When you join a coop in like Portal 2: You spawn in your game and your partner spawns as a blank AI second player (so split-screen but you don't see the second players view) The same happens on your friends computer and then all the buttons your friend presses get sent to the server, and then the server controls the blank AI on your screen with those buttons So if your friend does: w for 5 seconds, turn mouse 90 degrees, left mouse click The server records them doing that, then tells the AI on your computer to do the exact same So the blank AI on your screen goes : w for 5 seconds, turn mouse 90 degrees, left mouse click Hopefully that clears it up a bit :D
Well done. The next advancement is called a "dedicated cluster". That's what my tech does: turns separate UE4 dedicated servers into a cluster where all the servers work together to make one seamless game space. Distributing the load of a game across many machines gets you larger worlds, more players, more/smarter AI, and more robust physics. I'm an indie with no resources so it's not going as quickly as it could, but the core tech is ready and a game that uses it is coming. Wish me luck.
You should do some real research or visit actual game developer channels. These kinds of videos from gameranx are mediocre at best and you are actually doing yourself an injustice taking these types of videos as fact.
How to use games to Improve oneself? For instance fps games train visual reaction and thinking. Puzzles train logical thinking. Stuff like that. Change the perspective on gaming. I'd want you to make a video about this theme, since i know a couple people who think that video games ruin sight, and thinking. You really have a far better choice of words than I, so I hope you'd make a video about this theme sometime.
Frenext Vlogs Imagine going shopping for some food. If you're by yourself (singleplayer) you know what you want to eat so you can go in and get that. Imagine having to shop for 30 different people all of which want different things; some tell you what they want others try don't bother some try to steal food from the shop etc. Point being. There is usually a lot of things to consider. It's not a simple as just wanting something to support multiplayer unfortunately. Coming from a game dev for context. ;)
I'm in school for programming, and I know very little of how video games are programmed... I do know coding mechanics, and this is a very well explained video and the concepts are solid. Good job on tackling this issue!
Would you at least consider making a series with more in depth videos about these topics? I know this means that you would have to do more work for a potentially smaller audience but I believe it's worth a shot, great content by the way!!
i like how some developers handle their online multiplayer systems... it is server to client but between each server farm it is peer to peer... so when a farm disconnects or fails the others catch up on the load...reducing unnecesarry lag or server sided disconnects
consequences are not needed in any language that I'm aware off, and the semicolon is not needed in a few languages, mainly scripting languages like python which is seems to be the syntax hybrid is using so.... this statement is 100% legal in python
Your videos are the best man. Falcon all day. Your topics are always so interesting even though they don't always sound that way at first glance. And you really know your stuff. I'm envious of your obvious love for your job. Keep up the great work.
One thing to take note of in a server connection is that computers can perform around 4,000,000,000 processes every second. A simplified explanation of what's going on this; the client sends information 1 to the server, the client send information 2 to the server and the server decodes information 1, the clients receive the processed information 1 and the server decodes information 2, the clients receive the processed information 2. This done for a loop throughout a multiplayer experience essentially makes your multiplayer match the world's fastest stop-frame animation.
Ademar The Second A single player is faster/more accurate than a multi player game. Because you don't send info to the server 4 billion times per second.
Brisingr I do play multiplayer games and there are some I enjoy, but I'm more into singleplayer games. a lot of stuff that has to do with that type of game feels like a big hassle to me.
Inquisitor Ichijou Nah I feel you. I've actually been staying away from many multiplayer games lately because I feel like I have to try my ass off all the time. The only multiplayer game I'm playing rn is Mario Kart 8 because it's somewhat casual
There's actually a third option, and that's using peer to peer but having one of the peers be the server, like with Civilisation 5, where if the server leaves or disconnects, serverhood is passed to one of the other peers.
in some respects yes, but i'd argue that it wasn't, really. At one point he suggests that there is not much going on on the client and that all the computational stuff was server side. There is usually A LOT of computation going on in the client. A hint to this is the size of the client and the requirements for the game for the client. Your sweet graphics card has a purpose... shockingly. I would agree that most of the status and interaction changes are often server side, for sure... and some of that is to help assure that the client isn't cheating... but the way he worded it was as if the client doesn't do much of squat. As if the client was basically nothing more than a dumb tv with a controller or something. The server isn't drawing the figure on the basketball court, as he suggested... the server is telling your computer (the client) where to draw the figure, and the client goes into its own files, and does the work to figure out what the figure looks like, where its shadows fall, etc, etc. Its also why you can get mods to re skin a figure and it only effects what you see on your end, and not everyone else. Some skins are in the client... but if you take 'em and modify them, the client doesn't know... and only you will see the changes in those mods because it only modifies your clients files, not everyone else's client. The "rubber banding" is usually a result of an attempt by the client to give some slack to the latency of the network connection by attempting to predict what will happen in the next couple of seconds, based on what the client already knows to be true. Sometimes it works... when it doesn't, it fixes itself as fast as it can, which you see as rubber banding. there is a lot of stuff shoveled and offloaded onto the client so that information doesn't have to be sent over a limited internet line. And yes, i did go to college for programming... and did a co op at a online casino, for what its worth... but i think people should be able to sort of this information on their own, anyway.
lvmonkey77 I’ve only just started with networking in Unreal Engine, so that explanation was kind of helpful. I found it very hard to replicated player hosted (peer to peer) server animations to the clients I asked the answer hub for suggestions but yielded no reply. I don’t know if you could help but If you can the links here goo.gl/pjPvY2
Well, peer-to-peer games really aren't completely server-free, at least if you want matchmaking. Just look at the Wii: Pretty much all(if not all) of the multiplayer games used peer-to-peer connections, but you won't be able to play those games online anymore since the matchmaking servers were shut down.
These are my very favourite gameranx videos! A lot of the information I know already but there's so much to learn and it's always really nice to see things explained a little simpler. PS. Falcon… your worshippers on Discord are getting restless
Many game servers these days will be hosted in multiple regions. Usually but not always totally transparent to the user. And you get connected to the region that gives you the best ping. Also these regions will be synced to some degree.
This is a terrible video. It is wrong and misleading in nearly every aspect. P2P is explained in such a bad way that it hurts. And the server/P2P comparison is plain wrong.
I love listening to you explaining programming concepts that I learned about early on in college. It's just a nice little reminder that while I may have forgotten the specifics of implementing the code, the concepts remains, and that's what matters. Also, I would be all for centralized systems for multiplayer IF they switched to peer-to-peer when they shut down the servers. I'm still salty about Homefront. Bonus: First online game I ever played was Runescape, and that sealed the deal for me getting into RPGs. Bring on the Dark Souls / Skyrims. Also Fatal Bullet (when it's released).
Very interesting stuff. I don't know a thing about programming video games or anything like that, but it's pretty cool to have this kind of information to expand on if I wanted to learn more.
In DBD it's resolved kind of interestingly or just differently. The Killer is the Host (server) and the survivors all just use it to play and the only problem could be if the HOST has shitty internet connection. The Devs probably lessen the burdens (requirements) on their servers like this.
For all of u who wondering how to make their game multiplayer u could use photon as a start available for both unity and unreal but u gotta change it when ur game gets big bec photon is not strong enough
Idk servers and such well, but I like how Respawn Entertainment does servers, using cloud based as well as bare metal. I've never had better experience with connections than that of Titanfall/Titanfall 2.
What game developers should do is, use a server when a new game launches. After support for the game falls and a new entry into that franchise is ready to release, release an update which changes the online multiplayer to peer to peer. That way you have the "good" service for most of the players and you can keep the game running indefinitely for returning veterans.
P2P servers can also break.. remember when you log in you actually log into the account server of the game, that checks your stats, and downloads your progress.. that's how gta online works, and it has been down when the account server gets maintenance.
Great video! :) that's a great "in a nutshell" explanation. Hmm, why do I feel like there's something different or new with the editing of this video? O.o still great, thanks!
Peer to peer doesn't distribute.. take for example Cod. It used to have a host player that acts as a server for all the others. That's why that approach sucks.. and there were people that hosted the match that used to cheat by using a lag switch to give other players network instability to cheat in the game.. Another mistake is the Destiny one. Destiny use an hybrid system non a pure P2P architecture.. I think it is using dedicated server for a part of the job and P2P for other..
If you are informed enough, you know bit torrent is there to liberate us from a centralized server through decentralization. Heck, even an ISP in my country advertises on how they support bit torrent and won't slow you down for using it.
So how is a multi-player game programmed?! I think most of us already know that if you wanna play an online game online you need to go through a server or a have a peer to peer connection. The listeners and handlers thing is something most didn't know about probably but want about local multi-player? I think we, or at least myself, were hoping for a lot more.
The only programming I ever REALLY understood was conditional logic. IF this THEN that. That's why I started considering developing my own game. Sure, there are other factors involved and conditional logic can become complicated, but most of the hard coding is done in the game engine itself. Game developing is actually a really good way of learning how to code, because it relies most heavily on the most basic code functions.
Unless a games using systems like LAMBDA like fortnite. This means that there’s no servers but actions are sent to a cloud then characters can access info
What was the first game you played online?
gameranx gta
Wii sports
Wait mario sports mix for wii
cs 1.6
COD
As a programmer myself, and as someone who got into programming just to build multiplayer games, i think i can explain things even more, although you did a good job, you only explained server based and peer to peer architectures, not how an MP game actually works.
In the simplest terms, a multiplayer game is a single player with simulated NPCs, other players you see and interact with are NPCs that are not controlled by AI, but with a set of commands from the server, essentially the server broadcasts every information about every player in the world, clients receive it and move their (dummy) NPCs accordingly, but that poses a bigger issue, how should it all by synced ?
It all comes down to 3 choices, trust the sender, trust the receiver or trust neither and allow the server to be in charge, all of them comes with their advantages and issues, lets say we'd want to sync a shooting action, Player X aims at Player Y head and pulls the trigger, the outcome should be a headshot, but the process is more compilcated than it seems, mainly due to latency (the time that a packet takes to be sent from a network to another), so if at this very moment i pull the trigger and land a headshot, other clients will be notified after lets say half second, meaning that they'll not recognize it as an accurate hit, thus making it out of sync.
So in order to resolve the issue, we'd have to implement one of the choices mentioned above:
1 - Trust the sender: Basically the most accurate out of all, the sender tells the server (and the rest of the clients) that he landed a headshot, ensuring that we get the most accurate hit, but that poses even a bigger problem, CHEATING, if we allow the client to tell us which players he killed, we'd end up with players crushing entire teams instantly, thus making it the least chosen method out of all.
2 - Trust the received: Exactly the opposite of number 1, we'd have the receiver calculate his position at the time the bullet was fired and tell us wether it hit him or not, and although it still poses a cheating problem, having a player cheat his death is still less severe than cheating his kills.
3 - Let the server be in charge: It eliminates both choices above, and allows the server to be in charge of who hit who, allowing less cheating, and ensuring a fair play between both, but it still doesn't solve the problem, at first, it would require the server to calculate every single bullet shot by every single player against every other player, which will exhaust it, hence the lag, but also, the server only knows about the world from its clients, meaning that if a client skips a frame, all calculations would be thrown away, rendering the entire process useless.
So now, you know a little bit more about what goes in the background of making multiplayer games, there are still more topics to cover like why its impossible to beat cheating and how to deal with lag, but thats for another post!
m0niSx hopefully you don't spell programed the same way Gameranx did in this video title ?
Excellent explanation m0niSx! Thank you. =)
m0niSx nice details
m0niSx awesome explanation! I honestly wish more gameranx videos went this in depth. I have a solid understanding of programming and I always feel like these videos are for people who are clueless about the topic and don't go very deep. Thanks for the clarity!
m0niSx thanks for bringing this up. This was a point I was expecting to hear in the video regarding lag issues was surprised it was left out.
As a game developer, I really like this kind of videos explaining all this stuff in such a detailed way, always great stuff Gameranx, always.
Thanks
Man Of Machine Thanks, I totally agree with you. This is NOT informative from a PROGRAMMERS perspective.
claudio roperti hahaha this isn't informative i wanted to know what type of data the online database stores to get such rapid get /post responses im sure its a kind of open Web socket but still id like to know the details
Gabriel Pauna Dedicated servers aren‘t just databases. They host the entire game and therefore create the whole game environment, including your instance for other players (which is why they‘re so expensive). Your local game does what it can localy and therefore only a small delta needs to be corrected.
I'm sure the detailed programming information is privileged meaning companies aren't going to publicly tell how they program. Because for some people that would be like the companies sharing their passwords.
I base this assumption on the knowledge of companies keeping trade secrets.
My daily dose of Gameranx. Falcon and Jake's voices are addictive.
Oh my goodness. Made my day.
What about Andrew and Tom?
They also kno de wei.
I thought they were the same person
Can you all do a video on the downfall of the kinect?
Darth Savage yeah
crowbcat
Ayy they made the vid
Nezzen we’ve been blessed🙏🏿
I always wondered about this. Thanks for answering it in terms that everyone can understand! Great video.
These informative vids are getting better and better
It's helpful for me, because I am still in school, and I am planning to be able to creat a Video Game, so this is helpful, I suppose.
Sadly most of it is BS
GazedRevenge Same, as a game artist in training this is very interesting for me too.
Nice. I hope your training goes perfectly.
When two nerds love each other very much...
Mom, is that you?
Uhhhhh..... *Tires screeching*
Lol
I freaking love falcon , and this channel. One of the few gaming channels that put actual research into their content
My simple mind still doesn't get it.
010001000110111101100101011100110010000001101110011011110111010000100000011000110110111101101101011100000111010101110100011001010000110100001010
Me too, all this is so confusing
Either you want peer to peer connection (everyone needs to have good internet connection) or you want centralized network (dedicated servers do the work of connecting everyone). Side note: Multiplayer isn't truly multiplayer, basically the servers tell everyone's computers that 1 specific player is on a certain location of the game doing a certain action that may effect other players that gets interpreted as a seamless experience.
Basically, data is being processed behind the scenes using servers so that everyone can see what is going on at that time.
Wasaled what profile picture is that?i think i have seen that before
Hi Falcon, it's Folks here! Always happy to catch your videos :)
We really need more videos like this on mainstream gaming sites. As a developer(non-game dev), I notice that people don't realize how "hard" actually it is to make video games + how much money is actually spent making a game. Just remember that every "bad game released" was a work of art for a bunch of people working really hard. Ofcrouse we as consumers can critic, but we shouldn't forget the immense hard work behind every game.
FIFA 18 doesn’t have any multiplayer programming system, it’s connected by a Potato.
fax
Man I know you guys put a lot of thought into these videos, thank you!
A few new topics for vids can be :--
How much does it cost to maintain a multiplayer game..?
Or
Multiplayer v/s singleplayer.
Or
AMD v/s nvidia
Or maybe a few videos over components as SSDs and System cache memories.
You know, Linus Tech Tips and Techquickie make (and made) videos about what you just mentioned.
*If someone burnt down the server farm in Iceland that Star Wars battle front 2 was on, well some would say justice is served, but the...*
Nice. Just nice.
Shadowgjh gitgjh Just Ice.
Shadowgjh gitgjh its really overkill. Those cost more that you and your family will ever make in a lifetime
If someone did that we might just have a new hope. However, I think we all know EA; they would probably just strike back. Probably just a matter of time till Disney buys EA out and then there would be a whole new battlefront to fight on.
3 Views, 280 likes.
Seems like you got your next video title.
*How badly is youtube programmed..?*
lol
Eshitva Prakash It's not badly programmed at all. Likes don't matter to RUclips so they can instantly update them. Views however is a currency which is important for monetization for example. Therefore they need to make sure they are 100% legitimate and not created by bots.
Eshitva Prakash humor doesn't translate immediately into written language unless the writer explicitly writes in a cue.
Eshitva Prakash unless you actually weren't joking and you use a claim of humor to skirt your way around getting called out due to lack of technical knowledge.
Eshitva Prakash the 'joke' is made in every comment section on every big channel video, it's like commenting first, it's a lame comment
Peer-to-peer games still require a dedicated server for matchmaking. Only games in which you can directly type in the host player's IP address to connect to them don't need any kind of external server.
Also, peer-to-peer games usually only have one player acting as the host(where their system is being used as the server) and everyone else is simply a client.
It's basically everyone running their own "single player game" except everything someone does is synced to all other players, such as movement.
FACT: Splitscreen Freeroam is the hardest thing a developer can do since they say the console can't handle it and it's been said for years and no new console has achieved it yet(bordlanders doesn't count)
big shaq programmes them
ye with quick math
Abdilrauf Dogan exactly.
For all those who don't really understand. The best way to describe it is a that a server is a key-logger.
When you join a coop in like Portal 2: You spawn in your game and your partner spawns as a blank AI second player (so split-screen but you don't see the second players view)
The same happens on your friends computer and then all the buttons your friend presses get sent to the server, and then the server controls the blank AI on your screen with those buttons
So if your friend does: w for 5 seconds, turn mouse 90 degrees, left mouse click
The server records them doing that, then tells the AI on your computer to do the exact same
So the blank AI on your screen goes : w for 5 seconds, turn mouse 90 degrees, left mouse click
Hopefully that clears it up a bit :D
THE INTERNET .💻
Games Legend
You deserve a like.
🌐*
what is a internet?
Jack Kass the internet is like shoes for your tongue.
Kuruma Faasuto GT Thanks you very much for detailed explanation. I go study now.
Well done. The next advancement is called a "dedicated cluster". That's what my tech does: turns separate UE4 dedicated servers into a cluster where all the servers work together to make one seamless game space. Distributing the load of a game across many machines gets you larger worlds, more players, more/smarter AI, and more robust physics. I'm an indie with no resources so it's not going as quickly as it could, but the core tech is ready and a game that uses it is coming. Wish me luck.
I really want some doritos right now
vicente Schultz Solano go buy some then
I will
imgur.com/a/MZmMJ
I'm developing an online game, and this very much simplifies how the multiplayer aspects work.
Very good video, keep up the good content!
Searches:" gameranx how does work"
You should do some real research or visit actual game developer channels. These kinds of videos from gameranx are mediocre at best and you are actually doing yourself an injustice taking these types of videos as fact.
Whips n Chains 1:14
what are you trying to say? gameranx should stick to gaming videos. pure and simple.
Whips n Chains ugh, i was referring to their youtube search, i quote: "gameranx how does work"
Oh haha, I had to pause it to catch that.
Having prior knowledge of programming (non-gaming) and networking sure helped me understand this topic so easily.
Dey are programd wit da computer thing in the cpu dpu doopy doo
How to use games to Improve oneself?
For instance fps games train visual reaction and thinking.
Puzzles train logical thinking.
Stuff like that. Change the perspective on gaming. I'd want you to make a video about this theme, since i know a couple people who think that video games ruin sight, and thinking. You really have a far better choice of words than I, so I hope you'd make a video about this theme sometime.
why is it so hard to make a multiplayer server?
Frenext Vlogs Imagine going shopping for some food. If you're by yourself (singleplayer) you know what you want to eat so you can go in and get that. Imagine having to shop for 30 different people all of which want different things; some tell you what they want others try don't bother some try to steal food from the shop etc.
Point being. There is usually a lot of things to consider. It's not a simple as just wanting something to support multiplayer unfortunately. Coming from a game dev for context. ;)
DigitalQR well explained.
I'm in school for programming, and I know very little of how video games are programmed... I do know coding mechanics, and this is a very well explained video and the concepts are solid. Good job on tackling this issue!
High quality thumbnail
6:00 I love you guys, I don't even play battlefront, or even many multiplayer online games, but I am still amused.
HOW "Random" works
More like Chances, with this i mean 25%, 30% 50%% u get it
Would you at least consider making a series with more in depth videos about these topics? I know this means that you would have to do more work for a potentially smaller audience but I believe it's worth a shot, great content by the way!!
I mean i know some of these things but anyway thank you for lesson
i like how some developers handle their online multiplayer systems... it is server to client but between each server farm it is peer to peer... so when a farm disconnects or fails the others catch up on the load...reducing unnecesarry lag or server sided disconnects
if fps < 60:
fps = 60
I don't think that's how it works
Just an integer sadly also you forgot a semicolon at the end, also no consequent...
consequences are not needed in any language that I'm aware off, and the semicolon is not needed in a few languages, mainly scripting languages like python which is seems to be the syntax hybrid is using so.... this statement is 100% legal in python
Indentation is bad
I'm disappointed most people didn't get this joke
Your videos are the best man. Falcon all day.
Your topics are always so interesting even though they don't always sound that way at first glance. And you really know your stuff. I'm envious of your obvious love for your job. Keep up the great work.
Great jabs at Battlefront II! Putting Star Wars in front of that is an injustice..
Cameron Youngs Jesus you people are still desperately shitting on a video game?
One thing to take note of in a server connection is that computers can perform around 4,000,000,000 processes every second. A simplified explanation of what's going on this; the client sends information 1 to the server, the client send information 2 to the server and the server decodes information 1, the clients receive the processed information 1 and the server decodes information 2, the clients receive the processed information 2. This done for a loop throughout a multiplayer experience essentially makes your multiplayer match the world's fastest stop-frame animation.
Ademar The Second A single player is faster/more accurate than a multi player game. Because you don't send info to the server 4 billion times per second.
They can show us da way ma bruddas
Gameranx went savage mode on star wars battlefront 2
I don't love multiplayer. I prefer singleplayer.
Inquisitor Ichijou 👏👏👏 *nobody gives a shit* 👏👏👏
Whatever
Inquisitor Ichijou :'(
Brisingr I do play multiplayer games and there are some I enjoy, but I'm more into singleplayer games. a lot of stuff that has to do with that type of game feels like a big hassle to me.
Inquisitor Ichijou Nah I feel you. I've actually been staying away from many multiplayer games lately because I feel like I have to try my ass off all the time. The only multiplayer game I'm playing rn is Mario Kart 8 because it's somewhat casual
There's actually a third option, and that's using peer to peer but having one of the peers be the server, like with Civilisation 5, where if the server leaves or disconnects, serverhood is passed to one of the other peers.
This video is accurate but explained in a boring way.
in some respects yes, but i'd argue that it wasn't, really.
At one point he suggests that there is not much going on on the client and that all the computational stuff was server side.
There is usually A LOT of computation going on in the client. A hint to this is the size of the client and the requirements for the game for the client. Your sweet graphics card has a purpose... shockingly.
I would agree that most of the status and interaction changes are often server side, for sure... and some of that is to help assure that the client isn't cheating... but the way he worded it was as if the client doesn't do much of squat. As if the client was basically nothing more than a dumb tv with a controller or something.
The server isn't drawing the figure on the basketball court, as he suggested... the server is telling your computer (the client) where to draw the figure, and the client goes into its own files, and does the work to figure out what the figure looks like, where its shadows fall, etc, etc. Its also why you can get mods to re skin a figure and it only effects what you see on your end, and not everyone else. Some skins are in the client... but if you take 'em and modify them, the client doesn't know... and only you will see the changes in those mods because it only modifies your clients files, not everyone else's client.
The "rubber banding" is usually a result of an attempt by the client to give some slack to the latency of the network connection by attempting to predict what will happen in the next couple of seconds, based on what the client already knows to be true. Sometimes it works... when it doesn't, it fixes itself as fast as it can, which you see as rubber banding.
there is a lot of stuff shoveled and offloaded onto the client so that information doesn't have to be sent over a limited internet line.
And yes, i did go to college for programming... and did a co op at a online casino, for what its worth... but i think people should be able to sort of this information on their own, anyway.
lvmonkey77 I’ve only just started with networking in Unreal Engine, so that explanation was kind of helpful.
I found it very hard to replicated player hosted (peer to peer) server animations to the clients
I asked the answer hub for suggestions but yielded no reply.
I don’t know if you could help but If you can the links here
goo.gl/pjPvY2
Ugandan warrior XD
AranAnime jk u good
Well, peer-to-peer games really aren't completely server-free, at least if you want matchmaking.
Just look at the Wii: Pretty much all(if not all) of the multiplayer games used peer-to-peer connections, but you won't be able to play those games online anymore since the matchmaking servers were shut down.
I like how you actually used some technical terms but could you include sources in the description for those who want the details... Thanks :)
I dont know if I am the winner of the 1/12/2018 giveaway. My last name is lewis if it is me resend the email please.
You’re not
F
These are my very favourite gameranx videos! A lot of the information I know already but there's so much to learn and it's always really nice to see things explained a little simpler.
PS. Falcon… your worshippers on Discord are getting restless
#100thlike
Many game servers these days will be hosted in multiple regions. Usually but not always totally transparent to the user. And you get connected to the region that gives you the best ping. Also these regions will be synced to some degree.
First
nope
me neither though
P-Y Osei Mensah he is first
After 7 years on youtube im finally first on a video from a channel with more than 100k subs
Göran Gustafsson yep
I like this, id enjoy more behind the scenes of gaming from you guys, falcon always has a way of putting it that makes things easy to understand.
This is a terrible video. It is wrong and misleading in nearly every aspect. P2P is explained in such a bad way that it hurts. And the server/P2P comparison is plain wrong.
RandimArray you up load a better vid?
True
Vegan Stains Nope. There are enough videos explaining the basics on yt, most of them are a bit to in depth for a quick explanation though.
You could also clarify here what he got wrong and correct it. Otherwise, why should anyone take your word?
RandimArray Well sorry for you Richard Hendriks
just follow these easy steps:
1. make a single player game
2. sprinkle in some multiplayer
3. release it
4. ?????
5. profit
I love how the pic you had for physics was the sole surviver in fallout 4, in kiddie kingdom in Nuka-World. Bravo👍👍👌👌. Keep up the good work lol😂
This helped me out so much when deciding how I should build my multiplayer game. So big thanks from a lil game dev
I love listening to you explaining programming concepts that I learned about early on in college. It's just a nice little reminder that while I may have forgotten the specifics of implementing the code, the concepts remains, and that's what matters.
Also, I would be all for centralized systems for multiplayer IF they switched to peer-to-peer when they shut down the servers. I'm still salty about Homefront.
Bonus: First online game I ever played was Runescape, and that sealed the deal for me getting into RPGs. Bring on the Dark Souls / Skyrims. Also Fatal Bullet (when it's released).
I've never had a good experience with peer to peer connection so dedicated servers seems to me like it's the best way to play multiplayer games.
I'm studying computer science and i'm amazed that all he said was right, good one guys, keep it up
Aw man, I just love Falcon videos.
Rokt Leeg represent! The game has so many multiplayer awards to its name.
Very interesting stuff. I don't know a thing about programming video games or anything like that, but it's pretty cool to have this kind of information to expand on if I wanted to learn more.
there's a lot more to it such as error handling, multi-server communications, load balancing, but vague enough to not be wrong :P
Wizards101 was my first online multiplayer game
Hey Gameranx!
Destiny has a semi-unique server system.
It's a mixture between dedicated servers and a peer to peer system.
Gameranx you are the best! I wish they taught this in school
In DBD it's resolved kind of interestingly or just differently.
The Killer is the Host (server) and the survivors all just use it to play and the only problem could be if the HOST has shitty internet connection. The Devs probably lessen the burdens (requirements) on their servers like this.
For all of u who wondering how to make their game multiplayer u could use photon as a start available for both unity and unreal but u gotta change it when ur game gets big bec photon is not strong enough
I love the way you low key advertised titanfall
Idk servers and such well, but I like how Respawn Entertainment does servers, using cloud based as well as bare metal. I've never had better experience with connections than that of Titanfall/Titanfall 2.
What game developers should do is, use a server when a new game launches. After support for the game falls and a new entry into that franchise is ready to release, release an update which changes the online multiplayer to peer to peer. That way you have the "good" service for most of the players and you can keep the game running indefinitely for returning veterans.
P2P servers can also break.. remember when you log in you actually log into the account server of the game, that checks your stats, and downloads your progress.. that's how gta online works, and it has been down when the account server gets maintenance.
I sometimes get the feeling that Falcon is gameranx's Brains and Jake's the face. No hard feelings. Sad i can't book falcon for voiceover work.
ANOTHER DAY, ANOTHER GAMERANX VIDEO ........
This was great. Thank you so much for making this video. I really appreciate it.
What's this? My college is recomending me gameranx videos? what a pleasant surpise lol
I loved the part about burning the severs of SWBF2.😂
Nice video editing and informative
Make more videos like this about game development
Idk if y'all have already done this, but you should make a discussion video on buying new games vs used games.
SpaceCowboy why would you compare the 2 and what do you think you will learn from that?
Great video guys. Hopeing i cab get back in to some multiplayer games
I would love to see a video about the origin of gameranx
I used to play multiplayer games but then I remembered it requires the "multi" part.
plz do more like this, this was awesome
Hardcore roasts on Battlefront 2.... thank you for that Falcon
How much do Ubisoft servers cost?
Call of Duty 2 on my launch Xbox 360. I've been an addict ever since.
this is why i love gameranx
Falcon your the man. Keep up the good work!!
Great video! :) that's a great "in a nutshell" explanation. Hmm, why do I feel like there's something different or new with the editing of this video? O.o still great, thanks!
Peer to peer doesn't distribute.. take for example Cod. It used to have a host player that acts as a server for all the others. That's why that approach sucks.. and there were people that hosted the match that used to cheat by using a lag switch to give other players network instability to cheat in the game.. Another mistake is the Destiny one. Destiny use an hybrid system non a pure P2P architecture.. I think it is using dedicated server for a part of the job and P2P for other..
Basically there programs where they are rendered on a server and show up on your pc
If you are informed enough, you know bit torrent is there to liberate us from a centralized server through decentralization.
Heck, even an ISP in my country advertises on how they support bit torrent and won't slow you down for using it.
From creating my experience of writing net code, it's basically sending automated emails to eachother 60 times a second.
So how is a multi-player game programmed?! I think most of us already know that if you wanna play an online game online you need to go through a server or a have a peer to peer connection. The listeners and handlers thing is something most didn't know about probably but want about local multi-player? I think we, or at least myself, were hoping for a lot more.
The only programming I ever REALLY understood was conditional logic. IF this THEN that. That's why I started considering developing my own game. Sure, there are other factors involved and conditional logic can become complicated, but most of the hard coding is done in the game engine itself. Game developing is actually a really good way of learning how to code, because it relies most heavily on the most basic code functions.
Hey guys! Ya all do an amazing job! just wanted to say keep up the good work!
Unless a games using systems like LAMBDA like fortnite. This means that there’s no servers but actions are sent to a cloud then characters can access info
How do you edit your videos, What programs you use and How do you animate the objects on screen