Chapter 4. Object Serialization
To transmit objects between networked instances of a multiplayer game, the game must format the data for those objects such that it can be sent by a transport layer protocol. This chapter discusses the need for and uses of a robust serialization system. It explores ways to handle the issues of self-referential data, compression, and easily maintainable code, while working within the runtime performance requirements of a real-time simulation.
The Need for Serialization
Serialization refers to the act of converting an object from its random access format in memory into a linear series of bits. These bits can be stored on disk or sent across a network and later restored to their original format. Assume that in the ...
Get Multiplayer Game Programming: Architecting Networked Games, now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.