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ajax / html request Slowpoke. Good for loading pages without navigating to another url. No good for action games but should be fine for turn based games I imagine. The good thing is that the server only needs to handle one request at a time. So the server code is serial and not concurrent. This means it's a lot less complicated. Each request is often ...


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Websockets are a very elegant and fast way to implement asynchronous communication between client and server. But they are far from the only. When low latency isn't that important for you, you can substitute it with XmlHttpRequest (aka "AJAX"). But for a real-time action-oriented game, WebSockets are usually the superior solution.


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Many online games actively encourage players to trade among each other. When you allow trading, you can't stop people from trading unfavorable (like "selling" valuable items for free to a good friend). Discouraging gifts to weaker players When you have a game where items are an important factor of how powerful characters are, these can make the game far ...


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One mans trash, is another mans treasure. The simple answer is, if you allow trading, this will happen on many different levels whether you want it to or not. Over the years I've come to accept it in my little browser game. The only thing I have done, is a simple IP lock for buying/selling things on the marketplace. Same IP? Can't buy. This presents its own ...


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The examples you gave use 3D graphics, and to support those you would need to use JavaScript+Canvas or some kind of plugin. The most popular plugins supporting 3D content are Flash and Java. In theory you could run the 3D graphics on the server but this is not commercially viable. As other users have pointed out, the server can be written in any common ...



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