Tagged Questions
2
votes
2answers
846 views
How to build a turn-based multiplayer “real time” server
I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" ...
1
vote
2answers
782 views
how should I network my turn based game?
I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use ...
8
votes
3answers
919 views
Is there a pattern for writing a turn-based server communicating with n clients over sockets?
I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
5
votes
1answer
243 views
Reliability and suitability of 3G connection for client-server turn-based non-asynchronous game
I am working on an iOS turn-based client-server game and I am concerned with the reliability of the connection and the length of time it takes to establish the connection.
The game is turn-based but ...
4
votes
3answers
489 views
Optimal data size for a 3G client-server game?
I'm currently working on an iOS turn-based client-server game and I am concerned over later performance issues.
How much data per message is too big? I am planning to use JSON to transfer data (and, ...
6
votes
4answers
1k views
Which network engine/library/system to use in a .NET turn-based game?
I'm developing an abstract strategy turn-based game in C#.
Being so, high network load is not expected. The players don't even have to be connected all the time. The host could wait for the current ...