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Real-time Multiplayer Game with Matchmaking

Project Title: Real-time Multiplayer Game with Matchmaking in C++

Project Summary
This project is a real-time multiplayer game developed using C++, where players can join and compete with others in real-time. The game includes a matchmaking system that pairs players based on skill, availability, or other factors. The focus is on building a reliable server-client architecture, network synchronization, and a seamless player experience.

Core Components

Client-Server Architecture

  • Server manages game logic, player data, match progression, and syncs states across all clients.
  • Client handles player input, rendering, and displaying game data received from the server.
  • Typically uses TCP/UDP sockets (e.g., with Boost.Asio or raw sockets.h).

Matchmaking System

  • Players are matched into games based on factors like skill, rank, or availability.
  • The server hosts a match queue, placing players in available sessions or waiting for new players to join.
  • Matchmaking can be simple (random) or more sophisticated (ELO/ranking-based systems).

Real-Time Network Synchronization

  • Players' actions and game states are synchronized across all clients in real-time.
  • Use lag compensation techniques, such as interpolation or client prediction, to reduce perceived latency.
  • Periodically, the server sends game updates (positions, events) to clients.

Game Logic and State Management

  • Server handles the authoritative game state (e.g., player scores, health, positions).
  • Resolves any conflicts between client states and the authoritative server state to avoid cheating.

Player Authentication and Lobby System

  • Players can log in, register, or authenticate using OAuth, JWT tokens, or local verification.
  • Lobby system where players can invite others, create or join matches, and chat.

Input Handling and Event Processing

  • Client captures user input (keyboard, mouse, controller) and sends actions (e.g., movement, attacks) to the server.
  • The server processes these actions and updates the game state, then synchronizes changes across all clients.

Game UI and HUD

  • Displays real-time information, such as player stats, match status, and current game events.
  • Game menus, matchmaking UI, and in-game scoreboards.

Technologies Used

  • C++
  • Networking Libraries (Boost.Asio, Winsock, or raw sockets)
  • Protocols: TCP/UDP
  • Libraries for rendering and input (e.g., SFML, SDL, OpenGL, or DirectX)
  • Multithreading (for handling multiple players simultaneously)
  • JSON or binary protocols for client-server communication
  • Database (optional) for storing player data, match histories, leaderboards.

Learning Outcomes

  • Understanding of network programming and real-time synchronization
  • Development of server-client architecture and matchmaking logic
  • Use of multithreading to handle multiple client connections
  • Implementation of lag compensation techniques in fast-paced games
  • Experience in building a scalable system for multiplayer games

Possible Enhancements

  • Add more complex matchmaking (skill-based, region-based, etc.).
  • Support for larger-scale multiplayer (e.g., 10+ players in a game).
  • Introduce ranked matchmaking and leaderboards.
  • Include voice chat or text chat functionality during gameplay.
  • Add mobile support or cross-platform multiplayer (PC, console, mobile).
  • Implement anti-cheat mechanisms for fair gameplay.

This Course Fee:

₹ 4599 /-

Project includes:
  • Customization Icon Customization Fully
  • Security Icon Security High
  • Speed Icon Performance Fast
  • Updates Icon Future Updates Free
  • Users Icon Total Buyers 500+
  • Support Icon Support Lifetime
Secure Payment:
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