HTTP Polling

  • David Wallace Croft


In multiplayer network games, players interact in a shared virtual reality. This implies that the game model on the server must be mirrored in the client views. One simple approach to this is for clients to poll the server periodically for the latest snapshot of the game state. When you use HTTP polling for this purpose, your networking is robust in that it can tunnel through firewalls, work within unsigned applet security restrictions, and resynchronize instantly when communications are restored after temporary network failure.


Game State Polling Period Player Object Game Server Public Void 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Further Reading

  1. Feldman, Ari. “Designing for Different Display Modes.” Chapter 2 in Designing Arcade Computer Game Graphics. Piano, TX: Wordware Publishing, 2001.Google Scholar

Copyright information

© David Wallace Croft 2004

Authors and Affiliations

  • David Wallace Croft
    • 1
  1. 1.The Institute of Interactive Arts & Engineering programUniversity of TexasDallasUSA

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