Planning the next step. (Week 49)
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So this week I haven’t done much actual programming. I have just been reading up about different programming patterns and I have also been planning about how to create a server solution for the game we need to make in assignment 3.
Making a game with a multiplayer solution is only needed if you aim for a higher grade, which I do. So I’m reading up about different things to think about when it comes to game networking. I first found this site with an introduction to multiplayer game programming it only explains the basics of how it works on the surface but then I found this new site and it’s quite good at explaining the different problems http://gafferongames.com/networking-for-game-programmers/ So after reading that I have a rough plan on how I want to go around this. I will create a Server/client solution with UDP networking because as far as I have understood its far more effective for games with UDP than using TCP protocol, because TCP always need to make sure every packet gets delivered and that can clog up the traffic and in worst case scenarios create lag in the game if the game always have to wait for each packet being delivered. I have also understood that since UDP just shoots packets like a machine gun and that I need to somehow check what packets I get and when they were sent and check that against the packets I already received because with UDP there is no guarantee that the first packet sent is the first you receive. I need to do this so check so the players will have a smoother gaming experience. Other stuff I have been reading up on this week is on this site: Why you might ask? Well I have always wondered how teams can program in the same programs without getting all tangled up in each other’s code and I have learned from this site about something called decoupling. It’s when you program in a way that all the modules you make can just be put together without really needing to know much about the other components in the program. |