Is bluetooth multiplayer possible?

Virtual Pool Mobile for iPhone

Is bluetooth multiplayer possible?

Postby JoelTGM » Fri May 14, 2010 8:06 pm

My dad and I enjoy playing multiplayer, but when we don't have a wifi connection, we have to resort to passing a single device back and forth which isn't as convenient. I was wondering if it was possible to add bluetooth support for multiplayer, so no matter where we were, we could play against eachother using bluetooth. Pool Pro Online 3 does this, it lets you host a bluetooth game and then your friend can select to join it. Thanks for any response to this.
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Re: Is bluetooth multiplayer possible?

Postby hardz » Sun Jan 16, 2011 1:49 pm

That would be an excellent update.

Bluetooth support to play against other iphone/itouch owners.

Bring it on. :strokeit:
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Re: Is bluetooth multiplayer possible?

Postby uanitaJ » Fri Oct 21, 2011 2:27 am

Bluetooth multiplayer game

Features Bluetooth multiplayer game best performance suit slower, intermittent wide area over TCP / IP. Most important is the message latency is much smaller with Bluetooth, ranging from 40 to 400 milliseconds on average, and is degraded in proportion to the size and number of messages transmitted over the network. This exceeds on average the best performance of TCP / IP in 3G wireless networks new implementation. Bluetooth connections are also more robust to interference, and dropped connections due to the loss of the signal are rare.
Bluetooth connectivity is sometimes called "personal area networks" and the personal nature of the strength of the interaction patterns of a simplified network topography. A Bluetooth network is called a "piconet" and consists of one or more client devices connected to a single teacher. The master device is therefore responsible for all routing of messages in the piconet.
Each device in a piconet gets a unique identifier based on an address space of three bits, which effectively imposes a maximum of eight devices in a piconet. Up to seven client devices can connect to a host device to form a piconet. Some devices may further limit the number of devices in a piconet. See "bluetooth.connected.devices.max" LocalDevice class property to determine the maximum number of devices by a device.
To generate greater collaboration through messaging Bluetooth, a master device in a piconet can join another piconet as a customer, creating a chain of piconets. This is known as a "scatternet", where messages are sent between piconets, although these devices bridge. A few piles of hardware support Bluetooth scatternets at the time of writing, and their effective implementation is beyond the scope of this article. Therefore, it will limit the exploration of network games with up to eight players.
Applied to the games, Bluetooth network topology makes the conventional client-server model of games in your head. With PC-based games local area network, a player has a game that acts as a server, and transmits its availability for other players to connect to the server and clients. With Bluetooth, only the piconet master device can initiate connections. Therefore, customers convey their intention to join a game, and the host then searches for clients.
Each client creates an instance of gaming service and waits for an application. The host then searches for devices that have created the service and initiate the connection request. Customers may only ask to be invited to a game, the host must explicitly invited to join. Once invited, the customer accepts or rejects the invitation. Once the invitation is accepted, the two devices are connected.
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