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Abstract

In multiplayer network games, players interact in a shared virtual reality. This implies that the game model on the server must be mirrored in the client views. One simple approach to this is for clients to poll the server periodically for the latest snapshot of the game state. When you use HTTP polling for this purpose, your networking is robust in that it can tunnel through firewalls, work within unsigned applet security restrictions, and resynchronize instantly when communications are restored after temporary network failure.

No gains without pains.

—Benjamin Franklin

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Further Reading

  • Feldman, Ari. “Designing for Different Display Modes.” Chapter 2 in Designing Arcade Computer Game Graphics. Piano, TX: Wordware Publishing, 2001.

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© 2004 David Wallace Croft

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Croft, D.W. (2004). HTTP Polling. In: Advanced Java Game Programming. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-0713-9_10

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  • DOI: https://doi.org/10.1007/978-1-4302-0713-9_10

  • Publisher Name: Apress, Berkeley, CA

  • Print ISBN: 978-1-59059-123-9

  • Online ISBN: 978-1-4302-0713-9

  • eBook Packages: Springer Book Archive

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