In article <1179340725.032443.117080@[EMAIL PROTECTED]
>,
<timor.super@[EMAIL PROTECTED]
> wrote:
>I would like to know concept of network game programming. books,
>articles, ... are welcome
This is a HUGE area, and not something to be entered into lightly.
It requires a lot more real-world testing under adverse conditions
than most other areas of game development. I'd really recommend
that, if possible, you try to use an existing library that does
networking, such as http://www.hawksoft.com/hawknl/
. (v2.0's been
promised forever).
If you really want to go your own way, I'd recommend starting with
this: getting all machines in the game to agree on a game time. This
is harder that it seems, as there's things like packet latency and
clock drift over time, plus things like variable framerates on
computers. See things like
http://en.wikipedia.org/wiki/Network_Time_Protocol
for how things have
been done on a larger scale.
Nathan Mates
--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A.
Heinlein


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