
Networking Multiplayer Asteroids Game
On this project, I worked alongside a partner on taking an already existing Asteroids game and modifying it to create a multiplayer version of it supporting up to 4 players using networking.
The game’s networking functionalities were created using UDP for package sending, and we approached the message delivery problem by assigning the server role onto one of the game’s instances, which would take care of simulating every occurrance onto the other instances. In short:
Clients would send their input data to the server.
The Server would process the information and act accordingly, by making the spaceships move and shoot in the server instance.
The Server would then send clients the data they needed: the new position of players, bullets and asteroids, if any bullet had to be spawned and if any asteroids or players had to be destroyed.