Game Development Reference
In-Depth Information
Implementing a network code for FPS
Networked FPS games are a genre of games that never seem to lose popularity. In this re-
cipe, we'll look at the basics to get a server and multiple clients up and running. We will
emulate a server with a persistent environment, where players can connect and disconnect
at any time.
We have the benefit of using some of the code generated in earlier chapters. The code we'll
use requires some changes to be adapted to a networked game, but it will again show the
benefit of using jMonkeyEngine's Control and AppState classes.
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