[ejabberd] Multi user games with ejabberd
michael at heysan.com
Mon Nov 10 22:40:20 MSK 2008
On Mon, Nov 10, 2008 at 6:18 AM, Christopher Zorn
<christopher.zorn at gmail.com> wrote:
> On Sun, Nov 9, 2008 at 6:26 PM, Pablo Platt <pablo.platt at yahoo.com> wrote:
>> What is the best approach to create a multy user web game with ejabberd?
>> There are two main use cases:
>> 1. 1 on 1 game like a chess game. A slightly more complicated scenario
>> will enable observers.
>> 2. Multiple players like a poker game.
> There are many ways to answer this question. The 'best' way almost fits the
> game you want. There has not been much discussion on this topic too. I think
> there should be more. :)
>> I'm more interested in the first case, a chess game. There is a spec but
>> it is not improved and seem forgotten:
>> I also have a feeling that PubSub should be the way to go and not creating
>> a new protocol.
>> I thought of creating a node per game. The two players will have
>> permissions to publish to that node.
>> One problem is that when a player publish an item to the game node - a
>> chess move, the PubSub mechanism will send all the subscribers the move.
>> The player that makes the move will get the move data and that's a waste
>> of bandwidth. Is there a way to publish the item to all the subscribers
>> except for the publisher? I'll appreciate other ideas and experience.
> Chesspark (http://chesspark.com) uses ejabberd and uses MUC and Pubsub to
> handle different ways to broadcast game messages. There are plans to
> document the protocol and make it easier for developers to join in and write
> their own chess clients.
I'm in like with you (iilwy.com) use jabber to power their blockles game.
>> ejabberd mailing list
>> ejabberd at jabber.ru
> ejabberd mailing list
> ejabberd at jabber.ru
god loves atheists, Fact: http://www.mrwiggleslovesyou.com/comics/rehab477.jpg
More information about the ejabberd