yahoo games

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7 comments, last by misterX 20 years, 8 months ago
hi! do someone of you know some ressource on the web explaining how big "networks" like these are build/managed? (what api they use, their overall structure...)
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Yahoo games are done with Java.
Sup guys?
yeah, yeah, of course! :-P
But it''s like saying a machine is done with steel!
The question looks obviously simple, but it carries much depth. Does it use raw socket connections, RMI, or higher level apis like JavaSpaces and Java Message Service, another api, or do they have developped their own...
Is it peer-to-peer with a mini-server on a players machine, or does each mini-server stays on yahoo, is it a star topology, a ring topology or an "all-to-all" topology...
is the server responsible for refreshing data or are the clients...
How do they manage bandwidth, firewalls...
How is the structure done, is it a sort of plugin interface games must match, or is it just a main interface/class to implement/extend in order to be compatible...
...And many other questions about various topics!

an "idiot question" can hide many things

I''m looking for ressources about implementations of "not small" networks in java, either with high level apis or RMI. Tutorials, code, description of known structures like Y-games... everything is welcome.
perhaps "idiot" questions can hide many things, but if you expect a complete answer, you''d better ask a complete and precise question.
does not need to be "an answer", just show me i could look for, it'll more than enough...
About precise questions, they are stated before:
quote:Original post by misterX
...
some ressource on the web explaining how big "networks" like these are build/managed?
what api they use?
their overall structure?
...
mini-server stays on machine/goes on client?
topology?
who refreshes lists?
How do they manage bandwidth?
How do they manage firewalls?
basic structure = plugin, main interface, main abstract class, other?
...

These are the questions. The main ones are:
1. API?
2. Topology?
3. basic structure?

Any practical guide to related stuff is very welcome!



[edited by - misterx on August 11, 2003 5:00:26 AM]
The selected game''s HTML page has a downloadable object that is run through your browser. That can be a Java applet, a ShockWave or a Flash plug-in. There is really no networking involved beyond HTTP for those ''solo'' games.

For multiplayer games, then yes, it''s a bit more complicated. Read the article below for an example in Java:

http://www.gamasutra.com/features/19970812/morrison_01.htm

-cb
the article (from 97!) is a tutorial about making a ''connect 4 game'' using sockets. It''s not really what i was seeking for, i''m beyond that. I seek informations on big scale structures. Don''t understand me false, i''m no pro nor a guru, so i''ve no clue how advanced networking are organized (that''s why i ask) but making small networked games is no more a problem for me. I''m more wondering how such "big-scales" "multi-games" are organized.

Any ressources still welcome, but try to target better next time, thanks anyway, cheers.
> I''m more wondering how such "big-scales" "multi-games" are organized.

Well then, you must look at how e-servers in general are designed and organized. There isn''t much difference between e-servers and game servers except the message and network protocols being used.

If you''re looking at an MMORPG-type systems intro, I suggest you read "Multiplayer Game Programming" by Todd ''LostLogic'' Barron.

Low-level network API and I/O strategies are discussed in detail at ''http://www.kegel.com/c10k.html'' and http://tangentsoft.net/wskfaq/articles/io-strategies.html .

More advanced stuff such as clustering and grid computing for gaming systems can be found in many places such as http://www.gridtoday.com/, http://www.butterfly.net/ and http://www.cs.sandia.gov/cplant/ just to name a few.

-cb

well, it didn''t really helped... what i saw there was a bit of everything and nothing together.
doesn''t matter, i''ll just try it "alone", without model.

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