0
votes
1answer
184 views

Are there any guidelines/articles/tutorials for creating a network protocol for games? [closed]

I am currently developing a little 2D sandbox game with multiplayer functionality in XNA 4.0 and the latest lidgren-lib for networking. I found myself quickly at a point where sending a players ...
0
votes
0answers
77 views

What is an efficient/safe way to broker head to head communication for a mobile game

I have a mobile game written in XNA/MonoGame with a wcf server and I am currently designing the head to head competition mode. Previously I have created a game that used UDP to set up communication ...
0
votes
1answer
127 views

Receiving server data inside game loop

I'm planning on how my multiplayer game client game loop should work. While I'm convinced that server should be moved from game loop into it's own thread, I'm not sure what should I do about receiving ...
0
votes
1answer
345 views

Client Server Multiplayer Project

I have reviewed the relevant WinForms/XNA samples here and here. However, my requirements are slightly different. Given the following: I am developing a multiplayer (Client - Server) game There ...
2
votes
2answers
409 views

How often to SendData() in my peer-ro-peer XNA game?

Currently I call myLocalNetworkGamer.SendData(myPacketWriter, ...) every Update(). 60 times a second sounds too much. Is there an inbuilt way to only send less often? How often should network ...
2
votes
1answer
2k views

Simple WP7 pong game with real time multiplayer using sockets

I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial: ...
2
votes
1answer
2k views

Multiplayer XNA without a LIVE account? (PC)

I decided it was time to stick in a bit of multiplayer into my game, but came across my first hurdle when i quickly downloaded an example from the XNA website. It prompted me with a login to live. ...