An Introduction to ElectroServer and PushButton Engine: Part Two
Mar/101
In part one, the focus was on building the server logic for a multiplayer game. Now, we’ll get to work on a PushButton Engine client that will connect and communicate with ElectroServer. If you’re completely unaware of how PushButton Engine works, I’d urge you to spend some time checking out the documentation to get yourself up to speed.
Let’s get started!
An Introduction to ElectroServer and PushButton Engine: Part One
Mar/103
There are many options available when deciding on which Flash engine or framework to use before development begins on your next single-player project. Should you decide to add multi-player capability, the list gets shorter. This is especially true if your game crosses over into the MMOG or Virtual World domains. Code reusability, game asset management and premium performance are all key to successfully reaching that goal. PushButton Engine satisfies these criteria and more by offering a component-based architecture, dependency injection, a robust engine core and a strong community.
When deciding on which server technology to use it’s quite a different story. The list of viable options is much shorter. Scalability, maintainability, extensibility and price all come to mind when shopping around for the right product. The RedDwarf server (formerly Project Darkstar) is tempting due to it’s cost (free) but developers who are interested in simply writing their game code may become discouraged due to it’s steep learning curve. Enter, ElectroServer. When I recently started exploring ElectroTank’s flagship product, I was hooked on it’s highly-polished API and how dead-simple it was to get up and running. Couple that experience with it’s potential to scale to hundreds of thousands of simultaneous users and it’s difficult to find a better option.
