At 11:30 AM +0200 5/9/2001, clars danvold wrote:
>None of us are ridiculously familiar with server-side scripting or the
>multiuser Xtra. Nonetheless (have to learn something new sometimes), we
>have two current strategies:
>1): Use cgi/asp to write game data, stored in property lists, to a
>database, ordered under game ID's. The game ID would be something like:
>game_HostPlayerName_date_time.
>2): Use the Multiuser server Xtra.
>
>The database approach is quite sufficient for the asynchronous game, and
>would probably work for the realtime game: The player(s) waiting for the
>next move would be pinging the database, waiting for new data.
>
>The Multiuser Xtra approach would (I hope) add a richer game experience
>to the realtime game, showing stuff like pieces moving on the board,
>even when the player changes his mind and moves them back.
The cgi approach is obviously going to be slower and more
server/bandwidth intensive because of all the polling you will have
to do. Its very primitive and it will be hard to detect/handle things
like players dropping.
The MU xtra is very good and stable. You can use it in peer-to-peer
mode without running the MU server but you will need to combine that
with some cgi work, since the IP address of the person hosting the
game has to be known to the other players wanting to join.
The MU server, especially the new version 3, is good and makes a lot
of things easier, but you do need to be able to host it, and it runs
only on Mac and PC if that's an issue.
You can also use the MU xtra with *any* text based server (like IRC
or a custom server). You lose some functionality but not that much,
and anything is better than the cgi approach, imo.
--
Roy Pardi
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