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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Networking using game object extensions


Game objects have two methods of communicating over the network: RMIs and network serialization via Aspects. Essentially, RMIs allow for event-based data transmission over the network, whereas an aspect continuously synchronizes data as it is invalidated.

Prior to being able to communicate over the network, each game object has to be bound to the network by using the IGameObject::BindToNetwork function. This can be called from your Init implementation by IGameObjectExtension.

Remote Method Invocation (RMI)

Remote Method Invocation (RMI) is used to invoke functions on a remote client or server. This is very useful for synchronizing a state over the network, for example, to let all clients know that the player named "Dude" just spawned, and should be moved to a specific location and orientation.

RMI structure

To declare an RMI, we can make use of the macros listed as shown:

  • DECLARE_SERVER_RMI_NOATTACH

  • DECLARE_CLIENT_RMI_NOATTACH

  • DECLARE_SERVER_RMI_PREATTACH

  • DECLARE_CLIENT_RMI_PREATTACH...

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