In the previous chapter, HTTP polling was used to synchronize the client with the server. One of the main disadvantages to this approach is that polling requires continuously sending periodic queries from the client to the server even when there are no updates to the game state. Additionally, periodic polling for snapshots of the game state may miss events that occur between samples. In testing the networked game example for the previous chapter, you may have noticed that explosions, usually lasting just a single frame, were sometimes skipped in the client view animation.
KeywordsVirtual World Game State Client Request Single Player User Object
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- Chappell, David A. and Tyler Jewell. “J2EE and Web Services.” Chapter 8 in Java Web Services: Using Java in Service-Oriented Architectures. Sebastopol, CA: O’Reilly & Associates, 2002.Google Scholar