multiplayer
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There are many places where a bound_box is declared for flat rides, i.e. swinging_ship_bound_box, rct_crooked_house_bound_box, etc. To avoid code duplication, a BoundBoxXY structure should be declared with CoordsXY Offset and CoordsXY Length fields.
Currently we expose some controls in the debug panel to allow for quick state resets as well as state save/restore:
These make use of the local client reducer to manipulate the cl
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Dec 29, 2021 - C++
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Dec 29, 2021 - Go
Is your feature request related to a problem? Please describe.
I would like the Game Server de-scheduling logic to be more accurate based on GS states or tune-able in the context of a single node.
Given the following scenario:
1 hot game server exists and 0 sessions exist. A session is requested via the Matchmaker.
The matchmaker creates a GameServerAllocationRequest to set GS1 to `All
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Nov 4, 2021 - C++
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Dec 28, 2021 - TypeScript
If there are repeated matches, how does the evaluator expand horizontally?thanks
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Nov 23, 2021 - C++
Currently, they are stored in a comma-separated string list inside the config file, but this doesn't properly handle a number of edge cases.
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Dec 29, 2021 - C++
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Aug 24, 2021 - C#
Is your feature request related to a problem? Please describe.
Killing one script at a time is a complete and absolute pain when doing testing. Especially if the code is already in disarray and generating a plethora of identical scripts.
Describe the solution you'd like
Please add support for killing a range or sequence
Describe the bug
If you spawn a Player Object explicitly like this:
newPlayer.SpawnAsPlayerObject(clientId, null, true);
It will clean up if the player disconnects. But if the server force-ends the client connection via DisconnectClient, the object is left hanging around.

To Reproduce
- Set any of the objects I mentioned above to breakable="false"
Expected behavior
- Objects become unbreakable and do not fall apart after a heavy weight passes on them
Screenshots
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Dec 15, 2021 - C++
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Dec 10, 2021 - C++
This is a feature proposal issue
It would be nice to be able to bind Quilkin's sender socket to a given address and port pair. When Quilkin proxies the packets to an upstream host server, it chooses a random socket to use. This feature would remove the randomness and allow us to control which address and port pair to use.
Why do we need this?
- The first reason behind this feature request
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Dec 28, 2021 - C++
Cleanup the Cmake
The CMakeLists files of this project is kinda messy, mostly due to my limited understanding of the topic.
So they definitely need to be cleaned up at some point
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Dec 23, 2021 - C#
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Oct 30, 2021 - C#
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Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this: