[casual_games] standard practices in multiplayer gaming?
Eka Gauranga Das
ekagaurangadas at gmail.com
Tue Aug 28 15:07:04 EDT 2007
Hi all
There are some servers around for Multiplayer development that shows the way
here are some links
Flash
http://www.electro-server.com/
http://www.electro-server.com/
General
http://twistedmatrix.com/trac/
library
http://www.rakkarsoft.com/
hope this helps
regards
On 8/28/07, James Terry <JTerry at yatecgames.com> wrote:
>
> Aside from the standard protocols (TCP and UDP) I haven't seen a set of
> standard practices when approaching online multiplayer development,
> especially not a framework. From the best practices I've seen, it's wise to
> set up defined client/server architecture if you need server validation to
> prevent cheating and whatnot, or just client/client architecture for a
> multiplayer game with no validation.
>
>
>
> For Flash/AJAX games, usually a PHP or ASP backend is used for the server
> in conjunction with an SQL database, for PC games, other server methods can
> be used. The best practices for Server-Client or Client-Client communication
> is send as little data as possible (have to save that bandwidth) and make
> sure it is compressed and encrypted (if you want to deter hacking/cheating)
>
>
>
> I know in MMOs, the servers do a significant amount of zoning (only
> sending data updates about players/monsters/environment to those within a
> local area) as well as predictive algorithms to prepare clients for player
> movement. If a player is running north, the server predicts he will continue
> moving north and sends clients a message that the player is running north
> and don't update information on that player till he is out of local range or
> the server updates with an actual state of the player.
>
>
> Another thing to look for with setting up a multiplayer architecture is
> that packets are going to be lost or received out of order, very much like
> streaming video or sound. Your game needs to handle those elegantly
> (predictive algorithms on the client end)
>
>
>
> I have not seen anything like Jabber for gaming, as the requirements of
> network systems for game vary wildly from genre to genre. A turn based
> strategy game like Civilization, or a Flash Chess game require significantly
> less timing and network usage than say a first person shooter or real time
> strategy game.
>
>
>
> I hope this helps,
>
> James R. Terry
> Yatec Games
> 11607 Southfork
> Baton Rouge, Louisiana 70816
> (225) 274-1550 Ext. 116
> www.yatecgames.com
>
>
> ________________________________________
> From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
> On Behalf Of Laxmi Desai
> Sent: Tuesday, August 28, 2007 7:36 AM
> To: casual_games at igda.org
> Subject: [casual_games] standard practices in multiplayer gaming?
>
> Hi all,
>
> I want to know if there are any standard practices in online multiplayer
> (casual) gaming.
> Are there any standard protocols used? (other than UDP and TCP) Any effort
> being done towards setting up such standards or standard methods?
>
> Like in case of the Instant messengers all most all of them use Jabber. a
> set of streaming XML protocols and technologies that enable any two entities
> on the Internet to exchange messages, presence, and other structured
> information in close to real time.
>
> Is there any such standard practices in multiplayer gaming industry too?
>
>
>
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--
Chant Hare Krishna and Be Happy
Eka
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