Welcome, please login or register

Networking for Flash

flash-networking-component

Flash is built to run over the net, and the best thing about the net is how easy it is to interact with others. But the problem you’ll run into is that games require lots of small updates to run well. HTTP is bad at this, and XML over TCP, like most Flash networking solutions, is only a small step up.

Our networking library is built on the same efficient techniques used in high-end C++ game engines like Torque, Crytek, and Unreal. Every bit is precious, and the result is that our networking can cram an order of magnitude more updates into the same bandwidth. Instead of hundred of bytes of XML for every update, the PushButton Networking component can update an object’s state in less than 4 bytes.

Even if you roll your own TCP socket protocol, that’s about what you pay for a single integer.

Because updates are so small, we can fit more of them in less bandwidth. More updates faster reduces latency. Less latency gives a better player experience.

We also provide a server-side player, so that you can run your game’s ActionScript 3 code unmodified on the server instead of having to port it to Java, C# or C++. For an action game, this reduces your development time tremendously.

The PushButton networking component is currently available through the PushButton Engine component store.

One Comment

Leave a Reply

You must be logged in to post a comment.