Chapter 9. Networking
In this chapter we will cover:
Connecting across a LAN
Connecting across the Web
Synchronizing client states
Introduction
It's pretty rare to find a game these days that doesn't include some sort of network-based functionality, be it anything from a simple online scoreboard through to complex, real time, team-based play. This chapter is all about understanding some of the key techniques used in creating network enabled games.
The first two recipes are for when you either want or need to supply the low-level networking yourself. The last recipe is all about how to share states between clients once they're talking to each other.