Useful links...?

http://tutorial117.easycfm.com
http://www.intrafoundation.com/software/UDPClient.htm

On Sat, Jan 3, 2009 at 8:21 AM, [email protected] [email protected] <
[email protected]> wrote:

> Hi
>
> I have been away from CF for a few years.
>
> My latest activities have been learning Cocoa and Objective-C so I can
> program iPhone apps (mainly for friends and my own amazement).
>
> It's pretty cool to have all that power in your pocket!
>
> In  an iPhone forum a question was asked:  what/how to implement an
> Internet multiplayer option to an iPhone game he has already published.
>  There are two basic needs:
>
> 1) Admin, Record keeping (user names, high scores), etc.
> 2) Interactive mulltiplayer play of the game
>
> CF/SQL seems a natural for 1 using a standard web server interface
> (HTTP/TCP).
>
> In this particular game (role playing) (HTTP/TCP) prolly would provide good
> enough performance to satisfy his needs.
>
> However, some of the more advanced iPhone games  use fairly Hi-Res 2D and
> 3D graphics with fairly decent frame rates.  The iPhone runs OS X (Unix),
> OpenGL ES and has a separate GPU.
>
> This type of game would require more frequent interaction and more data
> exchange.  The HTTP/TCP connection and handshaking protocol, likely, has too
> much overhead to sustain frame rates on the client iPhones.
>
> Most games use the UDP protocol (connectionless, unordered, no packet
> delivery guarantee) with a specialized server app written in C++.
> ..
> I should mention here that all the heavy lifting is done on the iPhone
> clients--  the server only needs to send data such as the x/y/z coordinates
> of each player (plus some info on speed, weapon, direction).  So, CF would
> not be serving the multiplayer graphic displays, rathet only the data needed
> by the iPhone clients to refresh their displays.  If packets are lost, so
> what-- just a momentary lag until the next one comes along.
>
> Whew!
>
> Here are my questions:
>
> 1) Can the latest/greatest CF efficiently handle UDP through sockets or
> event gateways (or whatever) to make it a practical host of the multiplayer
> play?
>
> 2) Has anybody done this?
>
> 3) Any examples, code snippets?
>
> Any help will be greatly appreciated!
>
>
> TIA
>
> Dick Applebaum
>
>
> 

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