Implementing Client Server for game in .NET

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1 comment, last by ErikThePanda 18 years, 7 months ago
Hello all, I am at the beginning of the development process for my game. I will be implementing a simple version of Tetris. I am using Managed DirectX 9.0c was wanting to know the best way to implement a client and server in .NET. Should I use the System.Runtime.Remoting objects or is there a better way? If so, what? Thanks so much for your time. Xadeu2005
Thanks, Xadeu2005
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That depends on your requirements. If you need low latency (real time response) then Remoting might not be the best solution; you might be better off using the Socket functions.
enum Bool { True, False, FileNotFound };
I was reverse engineering this unheard of MMO, and I was trying to make a server emu for it in C# (tried in C++ but I hate the FD functions and blocking sockets).

The Async Socket server example on MSDN is pretty nice. It got me started in no time and it makes sense on how it works. Provides a pretty simple multithreaded socket server with async sockets.

I've used it ever since.

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