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![]() ![]() This is great for me, being the “frontendest of frontenders” (what one friend calls me), because I thus have a way to easily get data between players without having to implement this myself. There can be multiple publishers and multiple subscribers, all of which are decoupled – the publishers do not have knowledge of how many subscribers there are. Subscribers are then able to receive messages from the channel by subscribing to it. Publishers create and send messages to a “channel”. Pub/sub is short for publish/subscribe and it describes a pattern of real-time message exchange between “publishers” and “subscribers”. What is pub/sub and how can I use it to build a game? I happen to have a robust, globally distributed pub/sub real-time messaging infrastructure right at my fingertips in the form of Ably, perfect for creating a system that can send data between multiple players. After consuming so many, I decided it was high time that I try and make a multiplayer game myself. ![]() At the start of lockdown I played a lot of online multiplayer party games with friends to try and replace our regular board game hangouts. ![]() It is October 2020 and I’m social distancing and missing my friends. ![]()
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