[casual_games] standard practices in multiplayer gaming?
adam.m.s.martin at googlemail.com
Wed Aug 29 18:33:25 EDT 2007
Most standardization is around low level libs to replace the awful UDP
and TCP, eg eNet and less commonly raknet (and commercial
alternatives, mainly DemonWare and Qazal), language specific
architectures (google for .Net and game server, or java and game
server, etc - twisted is a good start for this), or multi use toolkits
which do lobbyservers, voice chat, character persistence, billing etc
all in one big smorgasbord.
But most of that is more "convention" than standardization.
I would avoid compression and most encryption - mostly they are a waste of time.
Have a look at gamedev.net's netwoking and multiplayer articles
section, its all out of date but they did build up a good collection
of a lot of good articles from other sites.
Also look at the unofficial garagegames list of ext resources :
Finally, the Game Programming Gems books have a lot of good networking gems.
On 29/08/2007, Matthew Ford <matthew at fordfam.com> wrote:
> Keep an eye on http://moock.org/unity/; Moock is near upon releasing an AS3
> upgrade and I admire his code work so Unity may be a good choice.
> Also keep in mind that Kongregate supplies a nice shell which has chat, high
> scores, rewards, and such. That can reduce the amount of extra coding you
> need to do, or the featureset you need from your multiplayer solution.
> I am not sure what is up anymore with Bunchball; they were multiplayer
> focused but I have not heard much about them for a while.
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