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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

Connecting across a LAN


If you're interested in writing games that can operate across a LAN, then there's a very good chance that you'll be interested in some sort of broadcast messaging service to initially allow clients to discover each other, and possibly for fast peer-to-peer game play.

This example demonstrates how to send and receive broadcast messages between both clients on local, as well as remote, machines.

Getting ready

This example requires a SpriteFont file with the asset name of Text to be present in your solution. As it's purely for debugging purposes, any typeface and size will do.

How to do it...

To start broadcasting across the network yourself:

  1. 1. Add a class named BroadcastClient to the solution:

    class BroadcastClient
    {
    
  2. 2. Insert the instance-level variables to hold the state of the broadcast networking client:

    const int udpRangeStart = 15123;
    const int localMaximumPortCount = 16;
    UdpClient udpClient;
    IPEndPoint udpReceiveEndPoint;
    List<IPEndPoint> udpSendEndPoints;...
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