Making Multiplayer Online Games by Gose Stephen;

Making Multiplayer Online Games by Gose Stephen;

Author:Gose, Stephen; [Stephen Gose]
Language: eng
Format: epub
Publisher: Scribl
Published: 2016-08-07T00:00:00+00:00


Why are we inserting this extra piece? Won’t that slow stuff down?

ANSWER:

Yes, that is true. It might slow game process a bit; but, when compared to extracting the game loop’s process and placing it on a remote server, it is a significant time savings.

Because, WebSockets do not examine the game turn order content of the inbound or outbound streams; it only ensures that the data reaches its destination on each end of the conduit. This is not a problem if the data received are merely being echoed or lightly processed as in Node.js. However, as we found in Part I, Node.js is the poorest choice for intense CPU calculations.

Besides we still need some code to write and read our game turn orders into “declarative” code. So formatting game turn orders and responses is something we’ll develop in later chapters. You may want to generate a rough draft or begin thinking about what game turn orders your MMoG will use. As a guide, you have access to Part IV and the FREE Travel Games Volume. I (valued at $19) — a collection of 3 Game Kits for Rulers of Renown™, Legends of Renown Deeds™ (LoRD) and War Lord Tourney™.

Our “proxy” could act as an “application firewall” and filter malformed commands. I talk about game security more in a moment.

Our proxy could double as AI for single-player game or in a multi-player game when an opponent quits abruptly.

Our proxy could run at a slower fps. This is the solution most MMoG use in interpolation and extrapolation. We study these toward the end of this chapter.



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