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	<title>Comments on: I Have Issues With Network Programming&#8230;</title>
	<atom:link href="http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Dave Newgates</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-142310</link>
		<dc:creator>Dave Newgates</dc:creator>
		<pubDate>Thu, 23 Sep 2010 00:52:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-142310</guid>
		<description>Laughs, I thought that issue was a bad thing though I agree. I like network programming too.</description>
		<content:encoded><![CDATA[<p>Laughs, I thought that issue was a bad thing though I agree. I like network programming too.</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-140947</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Wed, 23 Jun 2010 04:08:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-140947</guid>
		<description>Fili: In my case it&#039;s superb important, since this traitor thing really shows its guts in the multiplayer. I would expect soloing to be mainly &quot;training for the multiplayer&quot; (if even possible, since this game focuses so much on player deduction based on the things that happen on screen... I&#039;m not sure if anyone has invented an AI that can mimic humans on decision making in this level... :))

Anyway. I&#039;ve done first bits of networking code as early as 2001, and got hang on them around 2005... 2007 (there was a few years gap also)... and now I feel that the hard work is already done. The planning I mean. 

I&#039;m quite simply just &quot;cloning&quot; some of the network structure I did earlier and just putting things here. 

[add in the end]
Yeh, some see it like this, but I feel that it might be tricky (depends on your game I suppose) to add things later if there&#039;s no any planning done earlier. 

In my game (which is so multiplayer oriented due traitor focus), I just gotta have the multiplayer up &amp; running fast so that I can test it as soon as possible = which increases value of my project.</description>
		<content:encoded><![CDATA[<p>Fili: In my case it&#8217;s superb important, since this traitor thing really shows its guts in the multiplayer. I would expect soloing to be mainly &#8220;training for the multiplayer&#8221; (if even possible, since this game focuses so much on player deduction based on the things that happen on screen&#8230; I&#8217;m not sure if anyone has invented an AI that can mimic humans on decision making in this level&#8230; :))</p>
<p>Anyway. I&#8217;ve done first bits of networking code as early as 2001, and got hang on them around 2005&#8230; 2007 (there was a few years gap also)&#8230; and now I feel that the hard work is already done. The planning I mean. </p>
<p>I&#8217;m quite simply just &#8220;cloning&#8221; some of the network structure I did earlier and just putting things here. </p>
<p>[add in the end]<br />
Yeh, some see it like this, but I feel that it might be tricky (depends on your game I suppose) to add things later if there&#8217;s no any planning done earlier. </p>
<p>In my game (which is so multiplayer oriented due traitor focus), I just gotta have the multiplayer up &#038; running fast so that I can test it as soon as possible = which increases value of my project.</p>
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	<item>
		<title>By: Fili</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-140946</link>
		<dc:creator>Fili</dc:creator>
		<pubDate>Tue, 22 Jun 2010 21:05:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-140946</guid>
		<description>Network programming is seen by many as &quot;something you add at the end of the project when everything else is working to increase the value of the product&quot;.
The reality is that network code is a very important part of the game and should receive a fair share of work-hours, just like graphics or AI. Sometimes I start writing a little of network code before doing anything else on the engine so that I get an idea how things should flow. Essentially, when running in singleplayer, my games behave just like a local multiplayer game with one human and lots of bots.
So don&#039;t worry, take your time in writing good network code. If you do it right now, you&#039;ll be able to recycle a lot of it in the next game ;)</description>
		<content:encoded><![CDATA[<p>Network programming is seen by many as &#8220;something you add at the end of the project when everything else is working to increase the value of the product&#8221;.<br />
The reality is that network code is a very important part of the game and should receive a fair share of work-hours, just like graphics or AI. Sometimes I start writing a little of network code before doing anything else on the engine so that I get an idea how things should flow. Essentially, when running in singleplayer, my games behave just like a local multiplayer game with one human and lots of bots.<br />
So don&#8217;t worry, take your time in writing good network code. If you do it right now, you&#8217;ll be able to recycle a lot of it in the next game ;)</p>
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		<title>By: Pathogen David</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-140945</link>
		<dc:creator>Pathogen David</dc:creator>
		<pubDate>Tue, 22 Jun 2010 17:25:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-140945</guid>
		<description>Bah, worked on this one. My bad.</description>
		<content:encoded><![CDATA[<p>Bah, worked on this one. My bad.</p>
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		<title>By: Pathogen David</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-140944</link>
		<dc:creator>Pathogen David</dc:creator>
		<pubDate>Tue, 22 Jun 2010 17:24:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-140944</guid>
		<description>Your website has issues with commenting.</description>
		<content:encoded><![CDATA[<p>Your website has issues with commenting.</p>
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		<title>By: Sam</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-140937</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Tue, 22 Jun 2010 04:50:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-140937</guid>
		<description>I do like me some network coding</description>
		<content:encoded><![CDATA[<p>I do like me some network coding</p>
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	<item>
		<title>By: Pathogen David</title>
		<link>http://www.gameproducer.net/2010/06/22/i-have-issues-with-network-programming/comment-page-1/#comment-140934</link>
		<dc:creator>Pathogen David</dc:creator>
		<pubDate>Tue, 22 Jun 2010 04:24:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4726#comment-140934</guid>
		<description>I told you it was awesome!</description>
		<content:encoded><![CDATA[<p>I told you it was awesome!</p>
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