Introduction This article is the second of a multi-part series that will cover the architecture and implementation of components needed to create and maintain a robust, scalable, high performance, massive multiplayer online game server and game engine. The first article of the series focused on building a Scheduling Engine to drive organized, real-time change in a virtual world. The present article focuses on the design and implementation of a TCP/IP communication component, designed to efficiently handle communications between the game server and remote game clients (players). Background: BBS Games to MUDs
Resource Page Description This document covers many aspects of programming with C#, from naming, structural and formatting conventions to best practices for using existing and developing new code. Background It's the manual developed at Encodo Systems AG for developing with C# and .NET, but many of the concepts and ideas can be applied to any programming language. The intent of this document is not to codify current practice at Encodo as it stands at the time of writing; instead, this handbook has the following aims: To maximize readability and maintainability by prescribing a unified style. To maximize efficiency with logical, easy-to-understand and justifiable rules that balance code safety with ease-of-use.
By Kent Beck , November 21, 2007 No list of patterns, no matter how exhaustive, can cover every situation that comes up while programming. Eventually (or even frequently) you'll come upon a situation where none of the cookie cutters fits.