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Network Design Overview

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Beginning iOS Social Games
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Abstract

In previous chapters, we explored how to find and establish connections to peers through a variety of methods using both Game Center and Game Kit. In this chapter, we will look at how to design a networking experience for not just an iOS game but also a game on any platform. This chapter is designed slightly differently than the previous chapters in this book. Primarily, there will be no associated source code with this chapter, and we will only briefly touch on any iOS-specific networking topics. This chapter will focus instead on the concepts of network design, as opposed to actual network implementation within an app. Long time developers may be familiar with these network types from previous development, besides iOS being inheritently wireless there are no differences from textbook networking examples. In Chapter 8, you will discover how to tie everything together and have your peers begin to communicate with each other.

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Notes

  1. 1.

    Knox, R. E., & Inkster, J. A. (1968). “Postdecision dissonance at post time.” Journal of Personality and Social Psychology, 8, 319–323.

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© 2013 Kyle Richter

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Richter, K. (2013). Network Design Overview. In: Beginning iOS Social Games. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-4906-1_7

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