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            天行健 君子當自強而不息

                 摘要: As I’ve mentioned before, the server needs to convert the DirectPlay network messages
            into the game-related messages you’ve just read about. You accomplish this by
            processing incoming player connection, disconnection, and receive data messages from
            DirectPlay and converting those messages into game messages.  閱讀全文
            posted @ 2007-12-18 20:35 lovedday 閱讀(235) | 評論 (0)編輯 收藏
                 摘要: Players in the game are only allowed to move around and swing their weapons (hitting
            other players). The server will want to track every player’s current state (walking,
            standing still, swinging their weapons, or being hurt), the coordinates in the world,
            the direction they are facing, and the speed they are walking (if they are walking).  閱讀全文
            posted @ 2007-12-18 19:52 lovedday 閱讀(269) | 評論 (0)編輯 收藏
                 摘要: You’ve already read about how simple the server can be. To put theory into practice
            (and help you create your multiplayer games), I put together a server application.
            In this section, you discover how to develop the underlying server-network-game
            architecture and create the server application.  閱讀全文
            posted @ 2007-12-18 19:16 lovedday 閱讀(199) | 評論 (0)編輯 收藏
                 摘要: Once connected, clients just need to collect local player control information and
            send it up to the server. Between the updates received from the server, the clients
            guess (using dead reckoning) how to handle all the game characters based on their
            last known state.  閱讀全文
            posted @ 2007-12-18 18:52 lovedday 閱讀(140) | 評論 (0)編輯 收藏
                 摘要: The game server is a specialized piece of software. It doesn’t need fancy graphics, kicking tunes, or even dedicated input functions. The server merely needs to process the actions received from connected players and, every so often, send updates to the clients.  閱讀全文
            posted @ 2007-12-18 17:48 lovedday 閱讀(148) | 評論 (0)編輯 收藏
                 摘要: A couple of things quickly come to mind when using the type of network communications
            just mentioned. First, because the server is the only system responsible for
            maintaining the game state, all connected clients would have to wait for those periodic
            updates to keep the game flowing.  閱讀全文
            posted @ 2007-12-18 16:59 lovedday 閱讀(207) | 評論 (0)編輯 收藏
                 摘要: When creating your game, if you were to stop mid-stream and try to add multiplayer
            features (features you hadn’t planned on including) chances are you would
            have a hard time making everything work out correctly. Let’s face it—you need to
            be prepared ahead of time, and if your game is going to be multiplayer-compatible,
            you must make sure that you have a solid foundation on which to work.  閱讀全文
            posted @ 2007-12-18 14:58 lovedday 閱讀(174) | 評論 (0)編輯 收藏
                 摘要: The Network Game demonstration program is basic in design. The game has a single large
            level that players are allowed to join and in which they can begin moving and attacking
            each other as they like (although no damage is done and nobody can die).  閱讀全文
            posted @ 2007-12-17 23:06 lovedday 閱讀(208) | 評論 (0)編輯 收藏
                 摘要: Online gaming has given players a whole new way to match up with other human
            players, and as the narrative in the preceding section illustrates, these encounters
            can be fun or a wake-up call to the deftness of other players.  閱讀全文
            posted @ 2007-12-17 22:42 lovedday 閱讀(223) | 評論 (0)編輯 收藏
                 摘要: Although beating down the endless hordes of evil and saving countless worlds is
            interesting enough to rob you of precious sleep, it can get pretty boring after a
            while. No matter how hard we try, game developers just can’t nail down the intrigue
            and challenge of human intelligence that gamers want in virtual opponents.  閱讀全文
            posted @ 2007-12-17 22:09 lovedday 閱讀(395) | 評論 (0)編輯 收藏
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