jwatte's picture

Network bandwidth mathematics; peer-to-peer versus client/server

The XNA Forums are now talking about the Xbox Live! networking support added to XNA 3.0. There's some discussion about how large games can be supported on top of the recommended maximum upstream bandwidth consumption of 8 KB/s. (This is a recommendation Microsoft makes for Xbox Live!, based on learnings from deployed broadband connectsion)

jwatte's picture

It's running on the Xbox, too.

As I've mentioned at times, I sometimes scratch my coding itch by hacking around with Microsoft XNA Game Studio for Visual Studio Pro 2005 (now that's a mouthful!). The cool thing with it is that you can write games that run both on Xbox 360 and regular PCs. Recently, I got a new project up and running on the Xbox, and here's a screen shot.

A crazy mish-mash of game development code snippets

I'm hoping that I can migrate all of the various game development snippets I've written over the years into this one site.

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