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Network Design Overview

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Abstract

In the previous chapters, we learned how to find and establish connections to peers through a variety of methods using both Game Center and GameKit. In this chapter, we will look at how to design a networking experience for a modern computer game. This chapter is written and laid out slightly different than the previous chapters you have encountered in this book. Primarily, there will be no associated source code with this chapter, and we will only briefly touch on GameKit networking topics themselves. This chapter will focus on the concepts of network design from an academic viewpoint, as opposed to actually implementing the network itself. In the next chapter, you will discover how to tie everything together and have your peers begin to communicate with each other.

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Notes

  1. 1.

    Knox, R. E., & Inkster, J. A. (1968). “Postdecision dissonance at post time.” Journal of Personality and Social Psychology, 8, 319–323

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© 2022 Kyle Richter and Beau G. Bolle

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Richter, K. (2022). Network Design Overview. In: Beginning iOS Game Center and GameKit. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-7756-0_6

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