Description:
This sample implements a simple multiplayer network session
by using a client/server network topology. In this topology, each computer
sends its player input to the server, which then updates the state of everyone
in the session and sends the results back to the clients.
Sample Overview
This sample shows how to create and join network sessions,
and how to exchange data by using a client/server network topology. Each player
controls a tank that they can drive around the screen while rotating the
turret. The game simulation is run entirely on a single computer that has been
designated as the server. Client computers send their player inputs to the
server, which then sends the resulting game state back to each client. Game
logic only ever runs on the server: the clients are effectively functioning as
dumb terminals, responsible only for reading input and rendering the game world
as described by the server.
For an alternative way to handle networked game simulation,
see the Peer-to-Peer sample, which implements the same tank
movements by using a peer-to-peer network topology.
Downloads
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