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HTTP Pulling

  • David Wallace Croft

Abstract

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.

Keywords

Virtual World Game State Client Request Single Player User Object 
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. 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

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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