Multi player game over internet using WPF/Silverlight.
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Hi What is the generic way to maintain state in multi-players game over internet, which can be played on GUI of WPF or Silverlight? One player might be on WPF gui and others might be on Silverlight GUI. P2P, HTTP server or some other technique? please advise. thanks, AJ
Follow your goals, Means will follow you ---Gandhi---
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Hi What is the generic way to maintain state in multi-players game over internet, which can be played on GUI of WPF or Silverlight? One player might be on WPF gui and others might be on Silverlight GUI. P2P, HTTP server or some other technique? please advise. thanks, AJ
Follow your goals, Means will follow you ---Gandhi---
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I heard WCF are promising but not sure if they fit for my requirements. Can WCF in such case? If yes, please provide some example links. thanks
Follow your goals, Means will follow you ---Gandhi---
I have to say, I am new to wcf,wpf & silverlight aswel, but have done some experimenting and test applications. Both a WPF client and Silverlight client can use the same service, there should be loads of blogs,articles and tutorials about linking either. The WCF / WPF Chat Application By Sacha Barber article here on codeproject should probably give a good example of how wcf can be used for multiple users, which you'll need in your game.
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I have to say, I am new to wcf,wpf & silverlight aswel, but have done some experimenting and test applications. Both a WPF client and Silverlight client can use the same service, there should be loads of blogs,articles and tutorials about linking either. The WCF / WPF Chat Application By Sacha Barber article here on codeproject should probably give a good example of how wcf can be used for multiple users, which you'll need in your game.
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I will check Sacha's article. He writes some amazing things. Thanks for pointing. :)
Follow your goals, Means will follow you ---Gandhi---
One thing that may throw a wrench into your idea here is that basing a game on this technology may cause issues related to latency. I am not sure if a game environment is going to be great (may depend on the type of game) for a web service style architecture that forces you into an asynchronous model of service calls and async responses. At least not for ALL of the game interaction.
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One thing that may throw a wrench into your idea here is that basing a game on this technology may cause issues related to latency. I am not sure if a game environment is going to be great (may depend on the type of game) for a web service style architecture that forces you into an asynchronous model of service calls and async responses. At least not for ALL of the game interaction.
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Latency is not that big of issue in this game. But, I am curious if there are other ways supported by .Net. Any suggestions Ray?
Follow your goals, Means will follow you ---Gandhi---
Good old fashioned IP connections and message passing works good in cases where you need fast response. Can't beat it unless you anticipate a high number of connections and are not looking at using a server farm. You can use a mixture of TCP and UDP for command and response type connections to keep your port utilization lower, maybe even a mixture if WPF and IP may be a good solution. I guess it really depends more on the game type.