ErnCon is meant to be played over the Internet so 3G or WiFi (connected to the Internet of course).
ErnCon is essentially using a Java implementation of the Quake 3 networking model. I followed this article: http://web.archive.org/web/20060322211154/http://www.bookofhook.com/Article/GameDevelopment/TheQuake3NetworkingModel.html
The above article only describes the networking layer so I still had to come up with things like client-side interpolation to mask lag, serializing/deserializing game objects to/from the network stream, etc.
Thanks! I actually implemented this in FRG multiplayer about a year ago so I wasn’t starting from scratch for ErnCon. The effort I put into FRG multiplayer was still almost a year of my spare time but it was really fun and interesting!
If you have any specific questions about ErnCon’s networking model, please ask! I’m always up for knowledge sharing.