Section 17.4. Conclusion

17.4. Conclusion

Although a full discussion of concurrency issues in game play or online transactions such as auctions is beyond the scope of this book, I hope this chapter has introduced you to many of the issues involved. For further study, see the following resources:

Dead Reckoning: Latency Hiding for Networked Games by Jesse Aronson:

http://www. gamasutra .com/features/19970919/aronson_01.htm

Encapsulating Network Latency Compensators in VRML by Benjamin G. Worthington and David J. Roberts:

http://www.isrg.reading.ac.uk/common/ publications /00347.pdf

David Mills' Network Time Synchronization Project:

http://www.eecis.udel.edu/~mills/ntp.html

See also the Network and Multiplayer sections in the Game Programming Gems series of books ( numbers 3 through 5) from Charles River Media.

The next and final chapter discusses an equally important topic in ensuring the fairness and integrity of any online application, security.



Programming Flash Communication Server
Programming Flash Communication Server
ISBN: 0596005040
EAN: 2147483647
Year: 2003
Pages: 203

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