The Networked Pacman scenario involves some experimental TCP/UDP coding.

You are not expected to implement the game itself! This has been done for you. Your task is limited to the networking.

The game code has been tested on Mac OSX and Linux. It will not compile on computers without OpenAL (i.e. at IDA) but you can easily map out the sound calls. They are not vital, just included in order to make the game feel more complete.

There is also a network simulation layer. It will work just like the normal API to TCP and UDP but has some user controlled parameters that are important for your testing. You should apply this when you have a working network solution. (See below for details and download.)

This is what the game looks at on OSX:

Your problem is to make this run over a network, trying to give the two players have the same experience. This poses some challenges, which is what this is all about.

You are also expected to test the result using the “bad network simulator”, which is a simple layer that allows you to simulate a less reliable network than the one you have. You are not expected to make wonders in terms of fault tolerance, but rather analyze what your existing solution can do, and why.
This page is maintained by Ingemar Ragnemalm