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As the progress of my XNA TopDown Shooter game continues, it's time to implement multiplayer functionality. Because the client and server will have to handle alot of data per second (60 packets per second with position, rotation and other player data) I have to make a stable and fast network system.

My question: What is the best option to create a very fast, high performance network connection between 1 server and multiple clients? If the answer is SocketAsyncEventArgs, do you know a simple, clean example somewhere on the internet of how to send and receive data using this advanced class? I can't seem to find a nice example that I understand.

Thanks for your time!

Bas

Basaa
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  • Here is a [Link](http://www.codeproject.com/Articles/83102/C-SocketAsyncEventArgs-High-Performance-Socket-Cod). – Raj Ranjhan Apr 05 '12 at 19:49
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    I have seen that one already, but I asked for a simple and clean example, not a super high tech example with all the classes etc ;) – Basaa Apr 05 '12 at 20:08

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here's a blog about it

http://socketeering.blogspot.com/

couple youtube videos in the links