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The inside of a game server illustrated

Started by hplus0603 Aug 28, 2009 at 8:26 PM 4 replies 2.4k views
Original Post
hplus0603
hplus0603
I wanted to teach myself Expression Blend 3, so I made an animation of what goes on on the inside of a game server. While there's no code involved, it might still be of interest to someone trying to get up to speed. Take a look and let me know what you think!
enum Bool { True, False, FileNotFound };
Antheus
Antheus
Assuming there was no artist involved, the result is surprisingly aesthetic, compared to usual programmer art involved in such diagrams.

The Object Queue-Known State relation might be a bit confusing, unless one assumes certain design. Perhaps Known State would be better termed as Client's current view of the world, or something similar.
Daerax
Daerax
too confusing, too much going on, too fast. clear info prettily presented.
Rainweaver
Rainweaver
That was interesting.

I didn't get what "object queue", "difference update sender", and "known state" represent exactly.

hplus0603
hplus0603
Thanks for the feedback! I'm hoping to update it based on all feedback next week.

Yes, the "known state" vs "object state" differencing is similar to Quake III delta compression, or a property publish/subscribe system.
enum Bool { True, False, FileNotFound };
Omnio
Omnio
Might want to make it slower next time. (some of us can't read that fast lol)

I thought it was VERY good otherwise. I've been wondering about the game states and this helped clear me out.
I know C# very well.

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