[casual_games] casual multiplayer set up
Jónas Björgvin Antonsson
jonas at gogogic.is
Wed Mar 21 12:01:07 EDT 2007
It's a delicate balance between Push/Pull, sync and async data transfer along with the data format, what to send and when. Try to limit the amount of data that you need to transfer and when you transfer it. Also try to put desicion makers in the game that allow you to only push data to relevant clients at each time.
Depending on your design, Smart Fox might be an overkill. If you're making a small 2player game it might be wiser to just pull everything and use either web services or html sync. You just need to know that there are security implications involved with both methods.
Based on your generic question these are my generic answers. You can contact me correctly if you want to get into details.
J#
jonas at gogogic.com
www.gogogic.com
________________________________
From: casual_games-bounces at igda.org on behalf of Gert-Jan Brok
Sent: mið. 21.3.2007 15:42
To: IGDA Casual Games SIG Mailing List
Subject: [casual_games] casual multiplayer set up
This is more of a technical question, but we are in the progress of creating a multiplayer casual game, that runs within the browser.
I was wondering if anyone on the list can give me some information/guidelines for best practices on building real-time multiplayer games that run inside the browser i.e. with Flash.
We are working with SmartFoxServer at the moment which seems to be a solid platform with good performance.
A more concrete question is when we should perform syncing between clients from the server, and when should we sync from a client host (through the server)? Or are there better solutions for syncing clients with eachother?
Gert-Jan
Fantazm
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