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I've worked on the networking code for two real time AAA networked games, one for smartphones and one for a handheld console. To directly answer your question "why", well, some games use one or the other because it suits them better than the other. This depends not only on the type of game, but also on what type of network we're talking about (linked arcade ...


5

General concept Create a server class (to handle connections and messaging) and a client class (to handle connecting to server by IP and port). Then ask the player whether they want to create or join a server. If create, start a server and join it with the client. If join, join the existing server. Minecraft singleplayer can be opened to the LAN, by ...


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I have no insight on Valve's development process, so this is purely my opinion, but: Interpolation: I'd say it'd be better for fast paced games, like FPSs for example, where having a consistent position for an enemy on time across players is important. Interpolating means that, even if some packets are dropped (AFAIK, most multiplayers FPSs use UDP instead ...


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First, lets get this out of the way, aiming for 100k user is ridiculous for semester project. Aiming for 100k users playing in one physical server is insane for any game. XNA is not an engine and no where near as high level as Unity. XNA just provides nice set of code, gathered in library with all the necessary "boilerplate code" done. It is DirectX for ...


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The Getting Started page for building Unity apps for Winows store specifically says Unity doesn't support networking on Windows Store platforms. It does mention that WWW functions work correctly though. If you're desperate, try porting your networking to HTTP.


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The client and the server will go out of sync eventually, so you'll have a smoother game if you interpolate instead of simulating with the server and then correcting, but this will induce extra lag. You cannot answer this definitely, it's up to you to decide which suits your application better. Also your questions seems a bit lacking in terms of describing ...



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