XML for real time is a bad idea. XML in general is a bad idea unless you're 
stuck with it because of the decoding overhead (have a look at Mark Murphys 
covering of power optimisation tips at http://androidguys.com/?p=5310).

If you're in control of the server and the client a customised binary protocol 
is the way to go to ensure you get the most bang per byte out of whatever 
network the phone is connected to.

Al.
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-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Robert Green
Sent: 28 May 2009 20:19
To: Android Developers
Subject: [android-developers] Re: Setting up Multiplayer Game over internet


Is the game real-time or turn based?

I have both a real-time multiplayer and a turn-based game.  My turn-
based one uses JSON/REST/RoR and my real-time one is using a custom
protocol.  Using JSON/REST/RoR works _very_ well.  I recommend it
because you can just use Phusion Passenger with Apache to deploy your
app, which is extremely easy and makes your server very reliable.

On May 27, 11:11 pm, Chris <[email protected]> wrote:
> Hi,
>
> I'm wanting to add 2 player mode to a game, but I want this mode to be
> able to run over the internet.
>
> My idea is to setup a game state server that would maintain
> information on the moves made or current game state.
>
> The game clients would send information to this server and request
> updates via xml.
>
> I would just like to know if this is the best way / only for to
> clients to send game information to each other over the internet? Any
> advice on this would be good.
>
> Cheers,
> Chris


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