Programming Flash Communication Server

17.4. Conclusion

Although a full discussion of concurrency issues in game play or online transactions such as auctions is beyond the scope of this book, I hope this chapter has introduced you to many of the issues involved. For further study, see the following resources:

Dead Reckoning: Latency Hiding for Networked Games by Jesse Aronson:

http://www. gamasutra .com/features/19970919/aronson_01.htm

Encapsulating Network Latency Compensators in VRML by Benjamin G. Worthington and David J. Roberts:

http://www.isrg.reading.ac.uk/common/ publications /00347.pdf

David Mills' Network Time Synchronization Project:

http://www.eecis.udel.edu/~mills/ntp.html

See also the Network and Multiplayer sections in the Game Programming Gems series of books ( numbers 3 through 5) from Charles River Media.

The next and final chapter discusses an equally important topic in ensuring the fairness and integrity of any online application, security.

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