[jdev] how to program a jabber game server
Michal 'vorner' Vaner
michal.vaner at kdemail.net
Thu Feb 1 16:13:04 CST 2007
On Thu, Feb 01, 2007 at 04:55:01PM -0500, Andrew Plotkin wrote:
> I think the answer to your question is "yes, everything happens on the
> server". Except that's confusing, because I'm not talking about a *Jabber*
> server. Every game requires a Volity game server, which is a Jabber client
> (bot).
Well, I guess there will be clients holding these servers at the end and
when they disconnect…
I just think there is a space for protocol that makes it possible
without server.
> As everyone has said, cheating is a problem -- both passive cheating
> (seeing private information) and active (making illegal moves). Having a
> game server makes the problems go away. And it's much easier to build a
> uniform system than to say "ok, these games don't need a server, those
> games need one, and these others don't *need* one but it'll save us a lot
> of anticheating design..." The fact that tic-tac-toe can be done more
> simply isn't a compelling argument; tic-tac-toe doesn't draw in many real
> players.
But it adds a good experience to communication, just as a small game
when there is time (well, I play by messages, sending it in ascii art,
but many people get confused :D)
--
Please stay calm. There is no use both of us being hysterical.
Michal "vorner" Vaner
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