[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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