Skip to main content

Timeline for Client Server Multiplayer Project

Current License: CC BY-SA 3.0

12 events
when toggle format what by license comment
Apr 25, 2019 at 20:21 history edited DMGregory
edited tags
Mar 10, 2013 at 16:52 vote accept George
Mar 7, 2013 at 19:48 answer added George timeline score: 1
Mar 7, 2013 at 16:35 history edited House CC BY-SA 3.0
Tags go in tags, not title.
Mar 7, 2013 at 16:03 comment added George Thank you, if there is nothing wrong with my plan so far, I will try implementing the project and let you know how I go.
Mar 7, 2013 at 15:40 comment added ashes999 There's nothing "non-tradiitonal" about your approach of DI. This is legit; frameworks are useful when you get to the point that you need them. Try prototyping this and let us know what specifically you get stuck on. Your approach seems fine (coming from someone who never tried sharing client/server code like this).
Mar 7, 2013 at 15:35 history edited George CC BY-SA 3.0
added 421 characters in body
Mar 7, 2013 at 15:27 comment added George The dependency injection will certainly be used. I will append an example to the original question for you. And in my case, most of the functionality will be shared, as the Server will be authoritative for all object positions etc.
Mar 7, 2013 at 15:25 review Close votes
Mar 15, 2013 at 3:03
Mar 7, 2013 at 15:15 review First posts
Mar 7, 2013 at 15:24
Mar 7, 2013 at 15:15 comment added Kikaimaru Try to make a prototype and you will see if it works. I dont think it will, but it depends on what you mean by Game engine functionality, only things that i was able to share between Client and Server was some constant stuff, message structs helper methods. And i doubt that you will ever make any use of dependency injection.
Mar 7, 2013 at 14:59 history asked George CC BY-SA 3.0