Networked Games Based on Web Services
Document Type
Article
Publication Date
8-2010
Abstract
On one hand, web services have demonstrated their important roles in the field of computing. On the other, networked games need server support, which is usually based on socket programming. For example, in a two-player take-turn game using TCP protocol, a server communicates and coordinates the two game GUIs utilized by the two players. This gives rise to one important research question, "Can the server take the advantages of web services in order to replace the sockets while supporting networked games?" This article describes some technical aspects for accomplishing this goal.