[casual_games] standard practices in multiplayer gaming?

James Terry JTerry at yatecgames.com
Tue Aug 28 13:56:03 EDT 2007


Aside from the standard protocols (TCP and UDP) I haven't seen a set of standard practices when approaching online multiplayer development, especially not a framework. From the best practices I've seen, it's wise to set up defined client/server architecture if you need server validation to prevent cheating and whatnot, or just client/client architecture for a multiplayer game with no validation.



For Flash/AJAX games, usually a PHP or ASP backend is used for the server in conjunction with an SQL database, for PC games, other server methods can be used. The best practices for Server-Client or Client-Client communication is send as little data as possible (have to save that bandwidth) and make sure it is compressed and encrypted (if you want to deter hacking/cheating)



I know in MMOs, the servers do a significant amount of zoning (only sending data updates about players/monsters/environment to those within a local area) as well as predictive algorithms to prepare clients for player movement. If a player is running north, the server predicts he will continue moving north and sends clients a message that the player is running north and don't update information on that player till he is out of local range or the server updates with an actual state of the player.


Another thing to look for with setting up a multiplayer architecture is that packets are going to be lost or received out of order, very much like streaming video or sound. Your game needs to handle those elegantly (predictive algorithms on the client end)



I have not seen anything like Jabber for gaming, as the requirements of network systems for game vary wildly from genre to genre. A turn based strategy game like Civilization, or a Flash Chess game require significantly less timing and network usage than say a first person shooter or real time strategy game.



I hope this helps,

James R. Terry
Yatec Games
11607 Southfork
Baton Rouge, Louisiana 70816
(225) 274-1550 Ext. 116
www.yatecgames.com
 

________________________________________
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org] On Behalf Of Laxmi Desai
Sent: Tuesday, August 28, 2007 7:36 AM
To: casual_games at igda.org
Subject: [casual_games] standard practices in multiplayer gaming?

Hi all,

I want to know if there are any standard practices in online multiplayer (casual) gaming.
Are there any standard protocols used? (other than UDP and TCP) Any effort being done towards setting up such standards or standard methods?

Like in case of the Instant messengers all most all of them use Jabber. a set of streaming XML protocols and technologies that enable any two entities on the Internet to exchange messages, presence, and other structured information in close to real time.

Is there any such standard practices in multiplayer gaming industry too?





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