how to: multiplayer game connecting to central server effectively?

Fábio Santos fabiosantosart at gmail.com
Wed Apr 24 18:06:56 EDT 2013


This series of articles is flash-based, and the examples apparently
don't run, but it is a great read on all the problems you face when
coding several kinds of multiplayer games, and the variety of things
you can do to fix it:

http://playerio.com/documentation/tutorials/building-flash-multiplayer-games-tutorial/

Did you know that Age of Empires was actually internally turn-based,
in order to avoid syncing problems?


On Wed, Apr 24, 2013 at 10:48 PM, John Gordon <gordon at panix.com> wrote:
> In <c6c26882-ec2e-41f9-a4c3-d403976c7729 at googlegroups.com> webmaster at terradon.nl writes:
>
>> i have tried and accompished an urllib connection, with get and post
>> variabels, but that will be polling, with all the http-overhead for every
>> poll. I think this is also to slow and no "real" updating of the game status.
>
> Http can still work, depending on what kind of game it is.  For example
> a game where only the current player can make decisions and the other
> players just sit and watch (like Risk), or a game where each player submits
> a move and the server applies the game rules to resolve the outcome (like
> Rock-Scissors-Paper).
>
> But a truly interactive game would probably require something more, like
> an active socket connection.
>
> --
> John Gordon                   A is for Amy, who fell down the stairs
> gordon at panix.com              B is for Basil, assaulted by bears
>                                 -- Edward Gorey, "The Gashlycrumb Tinies"
>
> --
> http://mail.python.org/mailman/listinfo/python-list



-- 
Fábio Santos



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