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这取决于您想要实现(或检查)哪种多人游戏功能。如果您查看 andEngine,您可以看到近距离多人游戏功能的示例,这意味着用户必须位于同一 WiFi 网络上(他们必须具有唯一的 IP 地址)。
实现多人游戏的另一种方法是在移动网络之上。您可以在 Skiller SDK 中找到一个很好的示例 (http://dev.skiller-games.com ).使用 SDK,您可以找到一个实际上可以在两个不同设备上运行的 TicTacToe 示例。
无论哪种方式,在移动网络之上实现实时多人游戏功能(针对 FPS)都将极其困难,因为该网络的延迟取决于网络中的许多事物和元素(例如 Wap 网关、infogine 和其他元素)。
希望我有所帮助。
祝你好运。
That depends on what kind of multiplayer capability you would like to implement (or examine). If you look at andEngine, you can see an example of close proximity multiplayer capability, meaning that the users would have to be on the same WiFi network (they have to have unique IP addresses).
Another method to implement multiplayer would be on top of mobile networks. A good example for this you can find in the Skiller SDK ( http://dev.skiller-games.com ). With the SDK you can find a TicTacToe example that you can actually run on two different devices.
Either way, achieving real time multiplayer capability (for FPS) on top of mobile network would be extremely difficult since that network's latency depends on many things and elements in the network (ex. Wap-Gateway, infogine, and other elements).
Hope i have helped.
Good Luck.
我最终修改了 andEngine.我去掉了多人游戏部分,使其成为在云中运行的普通桌面 Java 应用程序。
I ended up modifying andEngine. I stripped out the multiplayer part and made it a normal desktop java application running in the cloud.