
Once you've gotten your message buffer sent to a receiving end (through a file or network interface), you can inflate and re-construct the same data structure using the MsgIn class. Note that the current marshaling code does not compensate for varying byte order across networks, but because all computers you'll be running this code on are little-endian, that probably doesn't matter to you.

The generated code makes use of the pre-defined visitors in MsgBase.h and MsgBase.cpp. It also needs you to generate a source file for your packets file, using perl -MSource Packets.pl. The generated source code is simple:
/* * This file was auto-generated on 2008-11-15 11:16:13 */ #include "Packets.h"

This package provides simple generation of headers and source for marshaling binary data between C++ structs and byte streams. The nice thing about it is that you can easily extend the system to support generating property sheets, or going to/from XML, or one of a number of other things you want to do to data structures. You do so by just adding new visitor classes, without having to change the data structure code.
This is a simple game that uses the "HighscoreComponent" to manage a highscore list. It stores the list both locally, and uses Xbox Live! sessions to exchante highscore information with other players who happen to be playing the game at the same time. This way, high scores from people who are not your local players will show up, which is all kinds of cool :-)
The Xbox has a special threading architecture. It has six hardware threads, spread over three hardware cores.
What is this?
This is a distribution of a wrapper for the PhysX game physics API by NVIDIA.
It is designed for version 2.8.1 of the SDK, and will build and load with the
May 2008 PhysX runtime. Note that the September/October 2008 PhysX runtime
that is CUDA accelerated will NOT run on most machines (this is a "feature"

I moderate the multiplayer and networking forum on gamedev.net. It's a pretty easy job, because most users are very polite, helpful, and well behaved. However, it seems that, monthly, someone who has never written a networked program shows up and posts their "architecture" for an "MMO" server.
The ODE physics library (http://www.ode.org/) has been around for a long time. Often, people ask "how do I do a good arcade car" or "how do I do a good character simulation" using ODE.

Etwork is a network abstraction library that lets you use UDP or TCP to send packetized messages between machines using a portable C++ interface.

This is the second release of the KiloWatt Animation library. It is intended as a companion to the kW X-port 3ds Max X file exporter, to be used with Microsoft XNA Game Studio.