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Jogando.net/mu Season 6 (22 ) - 0 views

started by vitor sena on 11 Jun 12 no follow-up yet

Jogando.net/mu Season 6 (22 ) - 1 views

started by vitor sena on 11 Jun 12 no follow-up yet

Jogando.net/mu Season 6 (27) - 0 views

started by vitor sena on 11 Jul 12 no follow-up yet

Jogando.net/mu Season 6 EP 3 ( 19) - 1 views

started by vitor sena on 15 Sep 12 no follow-up yet
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Make Real-time multiplayer games using Unity3D - 0 views

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    Unity3D is a popular cross-platform game engine for building sophisticated 3D games. Using AppWarp, developers can now add realtime communication in their Unity3D games to build beautiful, rich and engaging multiplayer games. The great thing is that developers can do this without any server side code or socket level programming as all the communication is managed by AppWarp SDK and cloud.
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Seldaek/monolog - 0 views

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    "Sends your logs to files, sockets, inboxes, databases and various web services"
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WCF Socket-Based bi-directional communication (C9 forum) - 0 views

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    A conversation on the Channel 9 Forums about doing bidi in WCF, with a couple of good links in it. ;)
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Clemens Vasters, Bldg 42 : Port Bridge - 0 views

  • In order to increase the responsiveness and throughput for protocols that are happy to kill and reestablish connections such as HTTP does, “Port Bridge” is always multiplexing concurrent traffic that’s flowing between two parties on the same logical socket.
  • With Hybrid, all connections are first established through the Service Bus Relay and then our bits do a little “NAT dance” trying to figure out whether there’s a way to connect both parties with a direct socket – if that works the connection gets upgraded to the most direct connections in-flight.
  • Now you might say You are using a WCF ServiceContract? Isn’t that using SOAP and doesn’t that cause ginormous overhead? No, it doesn’t. We’re using the WCF binary encoder in session mode here. That’s about as efficient as you can get it on the wire with serialized data. The per-frame SOAP overhead for net.tcp with the binary encoder in session mode is in the order of 40-50 bytes per message because of dictionary-based metadata compression. The binary encoder also isn’t doing any base64 trickery but treats binary as binary – one byte is one byte. Port Bridge is using a default frame size of 64K (which gets filled up in high-volume streaming cases due to the built-in Nagling support) and so we’re looking at an overhead of far less than 0.1%. That’s not shabby.
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