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COM/DCOM and OLE Automation
Look into "Windows Sockets" and "Client/Server" programming. (Some months ago I posted some VFP Windows Sockets Client Server code here, but don't recall the Thread #.)
In multi-player games, there typically is one player who acts as a "Server" while the other players act as "Clients". For the sake of simplicity, the "Server" player could also have his own Client connection.
All players make "connections" to the Server. When Clients send data to the Server, this raises an event on the Server. The Server in turn, sends data back to all the clients, which raises events on the clients.
Each Client updates their screen (ie. board) when an event is raised based on the data passed to it (eg. checker x to pos x,y). The Server maintains state info for complete game, tho Clients frequently do too ... though sometimes these things go "out of sync" if packets are lost.
>I know this probably isnt the best forum.
>
>I'd like to try my hand at creating a real-time game.
>Maybe something like Checkers to start. By real time I
>mean that when a player moves, the other player sees
>it immediatly.
>
>Anyone have experience in this?
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