   Where to start? Online Games.
  Hello,I am fairly good at Java, ActionScript, and C/C++. I want to write some quick and dirty online multiplayer games. For example, a version of Pong that will be browser playable. I am thinking of using a rooms scheme for this...Now, then I don't know where to start. I have no experience doing network programing and am wondering what Java API's to use or which ActionScript APIs to use. I am also wondering if any special server side arrangements should be made?   
  Pong might not be the simplest multiplayer game because it requires pretty fast reaction times. Games over the Internet (as opposed to LAN) frequently have high latency. I'm sure Pong could be implemented effectively over the net, but if you want to start with something easy, maybe pick a game that lets you easily hide the difference between the client's view of the world and the server's. Actually, the very first thing you should implement is a chat room.For the server networking, you could use Netty, which is a Java NIO socket framework.For the client side, I would recommend flash.net.Socket. Other server side considerations: You'll need to run a socket policy server on the server, preferably on port 843.   ;  There is no such thing as "quick and dirty multiplayer game," pretty much :-)Your easiest start is probably if you build a turn-based game, and perhaps put all the logic on the server and just put presentation/commands on the clients; this will make life a lot easier, and you can write the clients in Flash or Java or whatever, and the server in PHP or Twisted or something.;  Strategy and RPG games would be easier for you cause they are slower.Why not start by creating a chat first?   ;  So, do the server side arrangements need to be actively handled by the website? Is it something like MySQL that needs to installed in-addition to the normal web hosting kit (ie. in addition to PHP, SQL?). That is, is in the client-server webgame model, is the server ran using the server's CPU power?   ;Quote:Original post by LednakashimSo, do the server side arrangements need to be actively handled by the website? Is it something like MySQL that needs to installed in-addition to the normal web hosting kit (ie. in addition to PHP, SQL?). That is, is in the client-server webgame model, is the server ran using the server's CPU power?Yes, you will need to find a hosting service that offers the core technologies you want to use, assuming you don't self host.If you are going to be using Java server based technologies (JSP, servlets), you want to find something that offers Tomcat hosting. For example, take a look at the "Three Tomcat / JDK options to choose from" section on this site (just a random site, I'm not affiliated with them and have never used them). Notice the different versions of Tomcat provided as well as the different versions of JDK, servlets, and JSP? Depending on what core versions you develop in, you will need to find a compatible host. Then, in the "Supported Technologies" section on that page, you'll look for information about the MySQL version, which they offer MySQL v5.2. If you were developing for an older version of MySQL that was not compatible with this version, then you'd not want to use that package. The is true of PHP and anything else. The host you choose will depend on how you developed your applications. Here's another example to look at.I've never done any ActionScript or Flash server sided programming, so I'm not sure about the server side deployment or requirements to operate those technologies. Someone else can chime in here.For C/C++, you will be using some type of dedicated server or VPS. You'd want to go with a more cost effective VPS if you are just getting started and still learning, but until you are ready for live deployment beta testing, you can just self host on your own PC and setup your router if needed. That way, you don't have to pay for something you don't use until it's needed. If you were interested in a cheap VPS host for Windows, I'd take a look at vpsland. I've never used their services, but it's the cheapest I've ever seen and I'll eventually give them a try when I have some other work done to test out.For PHP/ASP/HTML based stuff, all you need is a simple web host that offers database support. This is by far the easiest to work with since there are tons of free hosts to play with that give you lots to worth with. Of course, going this route means certain limitations on the types of games you develop.So:- First, you need to figure out what type of game you are going to be making. A simple real time game such as pong is going to require different resources than say a simple turn based hangman game. - Second you need to establish which programming technologies you are going to be using to best implement the game. Is it going to be Java, AS, C/C++, or maybe just PHP/HTML? From here, you'll look into the specific networking features that will affect the next step.- Third, you need to figure out if it's more viable for you to deploy the server sided technologies locally or sign up for a hosting service. This is going to depend on you; would you rather pay for a service to use or just set it up yourself and save money.Then it's just a matter of writing your game and server applications, deploying to the server and distributing the client, and testing with other people. All this might seem overwhelming at first, but it's not really that bad. The real work comes from having to do the actual network programming and figuring out how to properly develop a networked application that doesn't self implode. [wink] Of course, that is another topic in itself, good luck!   ;  this tutorial shows how to build online pong in flash for browser-based play:http://www.unionplatform.com/?page_id=1229source code is included.colin   ;  I think I will need to deploy to a hosting service using java serverlets at the back-end. I will probably do local testing, and then deploy beta/stuff I want others to see. How does this host's 4.00 USD a month plan (Regular) look? I have contacted them and they claim that I will be able to use the "java.net.Socket\" class with their hosting.http://www.visionwebhosting.net/services.html   ;  If you're doing pong, then you need near-real-time response on the server -- say, 50 ms or less turn-around time on the server side.It's highly unlikely that you will get anything close to that with any regularity on a shared hosting plan. Sometimes, it'll work great. Other times, it will lag like crazy.