I'm confused about this process before detail coding, what kind method be used to design a game client framework? Refer to my experience on website development, we will design the system via UML.
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Posted 09 May 2013 - 05:40 AM
Posted 09 May 2013 - 09:07 AM
Every game is different, but when it comes to the communication patterns there will always be similarities.
Networked tic-tac-toe is probably going to be similar to networked chess. Both are slow, turn based, with static screens. A move can be transmitted with a byte or two.
But both are going to be different from networked pong. Networked pong is potentially sending frequent player state change updates. (It is not necessarily sending ball updates since those can be calculated. Also it is sufficient to send up/down events rather than a continuous stream of positions.)
A networked First Person Shooter is likely to be somewhat similar to pong, except with more than two players and more game events.
Posted 09 May 2013 - 02:11 PM