Snapdragon Lab: Real-Time Wireless Peer-to-Peer Gaming Using AllJoyn™

Short-range wireless networks such Bluetooth and WiFi tend to be optimized for point-to-point, bulk-data transfer using large data packets. In contrast multiplayer real-time games send many small point-to-multipoint packets with low latency. This lab will discuss lessons learned from implementing a real-time multiplayer game using the AllJoyn peer-to-peer framework and explain what worked and what didn’t and why.

Publish Date: Aug 1, 2011

Length: 17:37

©2021 Qualcomm Technologies, Inc. and/or its affiliated companies.

References to "Qualcomm" may mean Qualcomm Incorporated, or subsidiaries or business units within the Qualcomm corporate structure, as applicable.

Qualcomm Incorporated includes Qualcomm's licensing business, QTL, and the vast majority of its patent portfolio. Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated, operates, along with its subsidiaries, substantially all of Qualcomm's engineering, research and development functions, and substantially all of its products and services businesses. Qualcomm products referenced on this page are products of Qualcomm Technologies, Inc. and/or its subsidiaries.

Materials that are as of a specific date, including but not limited to press releases, presentations, blog posts and webcasts, may have been superseded by subsequent events or disclosures.

Nothing in these materials is an offer to sell any of the components or devices referenced herein.