After you've got game clients talking to each other comes the challenge of working out what they should actually say, and that can be a more difficult problem than what one might initially suspect.
Presented in this example are the beginnings of a multiplayer-networked version of Pong, or more specifically, a simulation of two clients and a server instance of a game of Pong.
With this simulation, you'll hopefully get a chance to experiment with and discover some useful strategies on how to architect holding and transferring state between networked clients.
This example relies upon a single texture file named
block, from which it stretches into various sizes to form the onscreen elements. Any texture will ...