Multiplayer gaming... now that's a subject that's been on my mind for 
quite awhile.
I'll eventually tie in a multiplayer aspect into a casino game I'm 
working on (though the architecture, while not the most stifling, 
isn't designed greatly to be in a multiplayer environment) , and will 
definitely need a feature like a chat program (along with 
transmitting the game info such as money won/lost) .  Sockets should 
take care of this fine, tho... have one copy of the game act as the 
"host," while all other users open up a socket to the host's IP 
address.  Each open socket from a player to the host should also have 
a socket from the host to the player (which would have to be made by 
the host computer) ... correct?
Once these sockets are open, each computer could transfer pieces of 
information to and from each other... something like "playerbet 10", 
where the first word of the chunk would designate the type of 
information being transferred, and the second word having the actual 
value... right?

This would be really complicated... I hate to try to figure this out 
when I've really done nothing with sockets.  Could anyone elaborate 
on the little situation I set up above there, telling me if this 
would actually work?  I suppose I could actually go through the work 
of setting it up and trying it sometime as well... but someone who's 
worked with sockets would be so much better at it than me...   8-)



>Sorry, though this is good info too. I actually meant accross dial-up
>connections on an ISP. I understand that you get assigned an IP address on
>connection with the computer.
-- 
Karl Becker, KB Productions   |   Featuring Tiger's Eye Casino,
http://www.karlbecker.com     |   The Fishin' Hole, and New Tricks
                              |
                              |   Also featuring un-cut writings of Karl!

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