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Article #525

Re: Client/Server model for realtime game

#525
From: Tom Chen-Ming Lee
Date: Sun, 09 Aug 1992 04:27
29 lines
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In article <BsHpA5.ELx@news.cso.uiuc.edu> cap40944@uxa.cso.uiuc.edu (Christopher A Parrinello) writes:
>Some of my friends and I are interested in writing a realtime version
>of Star Fleet Battles on the NeXT that would take advantage of its GUI
>and networking capabilities. In order to get it running we are interested in
>investigating the use of the client/server model that such games as netrek
>use to do realtime combat types games. Are there any references or anything 
>we could read that would help us out in dividing tasks between the client and
>server and how the interface works... Any help would be appreciated?

I highly recommend the book:

		Unix Network Programming
		W. Richard Stevens
		Prentice Hall

It has lots of example of client/server programs.


- Tom

>Thanks!
>
>Chris Parrinello                    | One slip, and down the hole we fall
>lcdata@uiuc.edu                     | It seems to take no time at all
>cap40944@uxa.cso.uiuc.edu           | A momentary lapse of reason
>                                    | That binds a life for life
>------------------------------------| A small regret, you won't forget
>"Awake on the Verge of Insanity"    | There'll be no sleep in here tonight
>------------------------------------| "One Slip", _aMLoR_, Pink Floyd     
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Path: arc1-ca.pugleaf.net!sparky!uunet!wupost!usc!elroy.jpl.nasa.gov!ames!pasteur!cory.Berkeley.EDU!cmlee
References: <BsHpA5.ELx@news.cso.uiuc.edu>

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Path: arc1-ca.pugleaf.net!sparky!uunet!wupost!usc!elroy.jpl.nasa.gov!ames!pasteur!cory.Berkeley.EDU!cmlee
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Subject: Re: Client/Server model for realtime game
Message-ID: <1992Aug9.042753.29697@pasteur.Berkeley.EDU>
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Date: Sun, 9 Aug 1992 04:27:53 GMT
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