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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Synchronizing client states


After you've got game clients talking to each other comes the challenge of working out what they should actually say, and that can be a more difficult problem than what one might initially suspect.

Presented in this example are the beginnings of a multiplayer-networked version of Pong, or more specifically, a simulation of two clients and a server instance of a game of Pong.

With this simulation, you'll hopefully get a chance to experiment with and discover some useful strategies on how to architect holding and transferring state between networked clients.

Getting ready

This example relies upon a single texture file named block, from which it stretches into various sizes to form the onscreen elements. Any texture will do but I would recommend a small, completely white texture as a starting point.

How to do it...

To see a working example of synchronization:

  1. 1. Begin a new class to simulate the gameplay with the various bits of state pertinent to the game:

    class Simulation...
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