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Microsoft XNA 4.0 Game Development Cookbook by Luke Drumm

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Chapter 9. Networking

In this chapter we will cover:

  • Connecting across a LAN
  • Connecting across the Web
  • Synchronizing client states

Introduction

It's pretty rare to find a game these days that doesn't include some sort of network-based functionality, be it anything from a simple online scoreboard through to complex, real time, team-based play. This chapter is all about understanding some of the key techniques used in creating network enabled games.

The first two recipes are for when you either want or need to supply the low-level networking yourself. The last recipe is all about how to share states between clients once they're talking to each other.

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