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GameMaker Programming By Example

You're reading from   GameMaker Programming By Example Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785887963
Length 212 pages
Edition 1st Edition
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Authors (2):
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Brian Christian Brian Christian
Author Profile Icon Brian Christian
Brian Christian
Steven Isaacs Steven Isaacs
Author Profile Icon Steven Isaacs
Steven Isaacs
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Toc

Client/server multiplayer networking


This next section will cover multiplayer networking in your game. Note that this is an advanced topic, both in general and in relation to the other topics. But we'll prepare you for it. You'll first have to learn some terms, which we'll explain, so that it won't be hard to understand how what we're doing works when we start writing the code. Without further ado, let's begin!

Networking terminology

Here is some networking terminology to familiarize yourself with before beginning to write your code. There's some more information for each we'll tell you later, but for now you just need to have a basic understanding of these things:

  • Buffer: This is a region of system memory allocated for you to read and write to, and send in packets/datagrams when used in networking.

  • Packet: This is the data sent over a network when talking about TCP.

  • Datagram: This is equivalent to a packet, but for UDP.

  • Transmission Control Protocol (TCP): This is a reliable, connection-based...

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