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A Case for Message Passing Architectures
Price $5.95
Stock Unlimited
Status In Stock
Weight 0 Pounds, 0 Ounces
SKU GDC-05-138
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Description
A Case for Message Passing Architectures,
4724

Programming, Lecture

Dave Weinstein
Security Development Engineer, Microsoft
Message Passing Architectures have been used in game development for at least a decade. With the ever increasing size of development teams, and the increased prevalence of multiplayer game support, how do the advantages a well designed messaging system offers for code coherence and intelligibility and multiplayer implementations stack up? What mistakes in a message passing system can remove these advantages, and how can they be recognized and avoided?

An overview of three message passing architectures used in shipped games, with examples of strengths and weaknesses. Examples of how the use of a message passing architecture can allow for clean abstraction layers, and minimize cases where different engineers working on different components fall into each others critical paths. A model for how message passing architectures can keep the single player, client, and server code paths almost identical, minimizing code rot and cases where new features in one area break other modes. Problem areas, weaknesses, and potential implementation and team and project management issues for message passing architectures.
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