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  Developing Java Gameservers  (Read 5974 times)
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Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #30 - Posted 2004-08-12 08:41:27 »

Quote

Would you really be able to cover re-writing tcp in just one chapter? and would the conclusion to the chapter be 'don't do it'?


Yes; No. Since the status quo is that "if you can do it, you really really want to", but most people can't do it, the chapter would be simultaneously by it's simple existence be implying "don't do it unless you have to / or have the time to" but also making the act of doing it a lot easier (assuming I get it right!). My hope would be that the publisher would let me start a sourceforge project for the code in that chapter, and then it would be an open source project that would gradually get the bugs fixed etc. But the book would always have this nice, detailed, clear *full* explanation of how it works and why (with errata published on the SF webpage).

DOA == Distributed Object Architecture[/quote]

malloc will be first against the wall when the revolution comes...
Offline kevglass

« JGO Spiffy Duke »


Medals: 210
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Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #31 - Posted 2004-08-12 08:46:20 »

I have a feeling the chapter would probably end up acting being a really good example of why you don't want to rewrite TCP Wink

Having just been maintaining a TCP stack for a bespoke platform I'm suddenly keenly aware of how complex the actual behaviour is and how much of the solution is emergent and not engineered Smiley

Kev

Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #32 - Posted 2004-08-12 10:09:21 »

Quote
I have a feeling the chapter would probably end up acting being a really good example of why you don't want to rewrite TCP Wink


Yes. The dilemma is that reproducing TCP is damned hard to do without introducting subtle, non-deterministic - yet fatal - bugs ...but most non-simple multiplayer games need to do it sooner or later.

Recent research confirmed that none of the major free game-protocols have yet been converted to Java, nor is there much likelihood of it happening (and they aren't that special anyway - their appeal is largely from the fact that they DON'T embellish with lots of extra features).

So, I thought that I could kill two birds with one stone Smiley.

Quote

Having just been maintaining a TCP stack for a bespoke platform I'm suddenly keenly aware of how complex the actual behaviour is and how much of the solution is emergent and not engineered Smiley


Exactly; I don't think there's any way of really explaining why you don't want to do TCP short of actually showing how difficult it becomes.

NB: despite the aim to reproduce all of TCP in one chapter, I only intend to do so in a manual / user-guide kind of way - i.e. it has to explain problems and their solutions, but can skip a lot of the precise detail simply because once you understand how it all fits together and why, you are able to quite quickly scan the technically more detailed RFC's and know what you are looking at and looking for.

malloc will be first against the wall when the revolution comes...
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Offline OverKill

Junior Devvie




Java games rock!


« Reply #33 - Posted 2004-08-17 10:04:09 »

Hi.

I replyed to your post on the gamdev forums. (Acount: Frank Henry)

I would love to answer the questions you posed in the thread as well but they are kinda unorganized.
Maybe make a list of all questions?

For me the book would be interresting if it not only showed how to design and set up a java game server but also desings for specific games, stuff to watch out for, determining what to send and how to send it etc.

Maybe three example games might do the trick.
* One event based where the server only sends data when the user does something.
* One *constant* server were data is sent and recieved constantly
* and then maybe a mixed system

Also one board on gamedev you asked in was the mobile game board.
I fear the answers you will get there are very limited since the networking is only slowly gaining momentum.
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #34 - Posted 2004-08-21 12:20:33 »

Thanks

Quote
Also one board on gamedev you asked in was the mobile game board.
I fear the answers you will get there are very limited since the networking is only slowly gaining momentum.


Yeah, not much response from there. However, a friendly contact at Nokia has put me in touch with some useful mobile games devs who've had a lot of useful comments, so I'm starting to get the info.

malloc will be first against the wall when the revolution comes...
Offline OverKill

Junior Devvie




Java games rock!


« Reply #35 - Posted 2004-08-22 16:53:49 »

And they did not mention our comp? Tsk tsk tsk.  Grin

Nokia is one of the few I would recommend atm since they are one of the few mobile developers that actually have java bluetooth support.

Bluetooth is defiently becomming more interresting for mobiles in the future. One big problem is our jar-size restrictions. 64k (Nokia S40) is not much to work with.

Drop me a line if I can help you out with anything.
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