天行健 君子当自强而不息

     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.  阅读全文
posted @ 2007-12-18 20:35 lovedday 阅读(227) | 评论 (0)编辑 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).  阅读全文
posted @ 2007-12-18 19:52 lovedday 阅读(264) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-18 19:16 lovedday 阅读(190) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-18 18:52 lovedday 阅读(135) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-18 17:48 lovedday 阅读(143) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-18 16:59 lovedday 阅读(202) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-18 14:58 lovedday 阅读(166) | 评论 (0)编辑 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).  阅读全文
posted @ 2007-12-17 23:06 lovedday 阅读(202) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-17 22:42 lovedday 阅读(217) | 评论 (0)编辑 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.  阅读全文
posted @ 2007-12-17 22:09 lovedday 阅读(386) | 评论 (0)编辑 收藏
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