I have been using it for awhile, It is similar to peer to peer, but it involves having the game hosted on all the devices simultaneously. and there are ways of getting around this limitation.įor now though there is a simple concept, yet complex solution, which you may wish to try. This will change with the eventual spread of v3.0 and higher. The others are are correct in that Bluetooth v2.0/v2.1 is not currently capable of support large data loads. it functions similar to normal network sockets once you know which device you want to connect to. And allow for a more local gathering/game. I would imagine that Bluetooth would be the preferred method of connection, as this would be the least expensive to implement (No servers). So far this also seems true with Android, with the OS exposing methods for creating data connections over Bluetooth or the internet, along with enabling/disabling the respective hardware. However my more extensive experience with the '.net' languages on the windows mobile platforms, along with the windows platform, is that a good 75-90% of all the code required to create and maintain a Bluetooth or network data connection are maintained/supported with the OS or the libraries that would be need to access the hardware. Disclaimer I haven't done much with java and the android platform.
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