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jMonkeyEngine 3.0 Cookbook by Rickard Edén

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Implementing a network code for FPS

Networked FPS games are a genre of games that never seem to lose popularity. In this recipe, 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.

Getting ready

Good recipes to read up on before this are the previous recipes in this chapter (especially Making a networked game – Battleships, on which the architecture relies heavily) and also ...

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