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3 messages
3 total messages Started by Christopher A Parrinello Wed, 05 Aug 1992 02:51
Client/Server model for realtime game
#505
Author: Christopher A Parrinello
Date: Wed, 05 Aug 1992 02:51
17 lines
1490 bytes
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?

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     
Re: Client/Server model for realtime game
#525
Author: Tom Chen-Ming Lee
Date: Sun, 09 Aug 1992 04:27
29 lines
1827 bytes
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     
Re: Client/Server model for realtime game
#576
Author: jbatka
Date: Tue, 11 Aug 1992 13:21
46 lines
2923 bytes
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?
> 
> 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     
> 
Chris,

Someone has beaten you to it.  If fact I played this game about 4-5 years
ago.  Unfortunately I don't remember the programmers name.  I know he was
a Bell employee (don't remember whether it was Bell Lab, ITT, or Ohio
Bell).  It could have a maximum of 14 players at a time and was quite fun.

As far as Server-Client relations, try reading both the alt.games.gb and
rec.games.empire FAQ sheet for their source code locations.  These both have
clients and servers.

BTW, the game I played was quite large and needed to be run on a mini with
a couple of Mbytes RAM.  Now it might be able to do it on a PC.

Post when you get finished, I would LOVE to play this.


-- 

   Jim Batka  | Always remember ...                        | Buckaroo
   Modemman   |    No matter where you go, there you are!  |   Bonzai
--------------+--------------------------------------------+--------------
              | Work Email:  BATKAJ@CCMAIL.DAYTON.SAIC.COM | Elvis is
              | Home Email:  JBATKA@DESIRE.WRIGHT.EDU      |   DEAD!
--------------+--------------------------------------------+--------------
              | 64 years is 33,638,400 minutes ...         | Beatles:
              |    and a minute is a long time.            |   Yellow Submarine
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