Timeline for Best practices for client-server communication in an online Android game
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Dec 9, 2016 at 16:03 | answer | added | lxknvlk | timeline score: 1 | |
Oct 9, 2015 at 10:11 | comment | added | Salivan | Yes it must be client/server because the players count will be only limited by server capabilities. | |
Oct 9, 2015 at 10:08 | comment | added | OrhanC1 | Does it HAVE to be client/server or would peer-to-peer work? I'm asking because a 4-player RPG could technically count as an orpg. | |
S Oct 4, 2015 at 21:09 | history | edited | Patrick Hughes | CC BY-SA 3.0 |
fixed apostrophe
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S Oct 4, 2015 at 21:09 | history | suggested | Seta | CC BY-SA 3.0 |
fixed grammer
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Oct 4, 2015 at 20:54 | review | Suggested edits | |||
S Oct 4, 2015 at 21:09 | |||||
Oct 4, 2015 at 19:10 | comment | added | Patrick Hughes | The obligatory backgrounder reference which you should understand before going further: gafferongames.com/networking-for-game-programmers | |
Oct 4, 2015 at 17:42 | review | First posts | |||
Oct 4, 2015 at 20:54 | |||||
Oct 4, 2015 at 17:36 | history | asked | Salivan | CC BY-SA 3.0 |