The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter I just read an interesting article entitled The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter. It details the experiences, problems, and conclusions derived while writing the networkable game X-Wing vs. TIE Fighter. It was written in 1999.
A compare and contrast: I had a much simpler time in creating the networking aspect of Lux. It is turn-based game as opposed to real-time. This means that one player having a period of disconnection doesn't screw things up. At worst they run out of time and it goes to the next player. Lux also uses one player as the "host", but it also uses a central server to keep track of games. I used TCP, which they had problems with. It is also probable that they were dealing with 'quality of service' issues in the 1999 internet that do not exist today (as much).
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