Client/Server architecture


Create the basic client/server architecture for the game, making the server responsible for all player actions and game logic. This involves creating a communication protocol as well. Client/server architecture is readily available in XNA 2.0.
Update 10-03-2008: Idea for replicating info to clients: create packets with headers, describing how many player objects the gameworld contains, how many non-player objects (projectiles, for instance) it contains, and then stream that information.
Closed Mar 20, 2008 at 6:41 PM by DarthJappie
Basic client/server architecture is in place. New work items will be created for its expansion.


DarthJappie wrote Mar 10, 2008 at 9:51 PM

Basic LIVE sign-in and client-server replication added. Local ship control now flows via the host. Still need to test this on multiple systems!

wrote Mar 10, 2008 at 10:26 PM

DarthJappie wrote Mar 20, 2008 at 6:39 PM

Tested on laptop/desktop connection and works. Communicates using different types of packets. Can be expanded upon by creating new packets and expanding existing ones.

wrote Mar 20, 2008 at 6:41 PM

wrote Feb 1, 2013 at 3:48 AM

wrote May 13, 2013 at 6:53 PM