Chapter 9. Networking

In this chapter, we will cover:

  • Downloading a file from a server
  • Using assets hosted on a server
  • Sending high scores to a server
  • Establishing a network connection
  • Sending and receiving custom datagrams
  • Synchronizing object state between server and client

Introduction

Thanks to the adoption of networking features, today's video games provide a great deal of additional value. While you are reading this, millions of gamers across the globe are playing their favorite games against each other or cooperatively, submitting scores to online leaderboards or retrieving the latest package of downloadable bonus content. Without a doubt, games providing networking features are opening the doors for players to compete, communicate, and connect.

Panda3D, being the engine behind Disney Interactive's Pirates of the Caribbean Online, comes with a set of built-in features for developing features that make use of network connections. In this chapter you will learn how to access remote content and how to implement a very simple online leaderboard. You will also be introduced to the basics of writing a custom network protocol and replicating the state of an object across hosts.

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