1. euAllegro and Libnet
- Posted by Ray Smith <smithr at IX.NET.AU> Dec 04, 2000
- 503 views
- Last edited Dec 05, 2000
Hi, I have just added some functions from a network library called Libnet to euAllegro. It has similar functionality to the euTcp4u library I wrapped a few months ago but with the benefit that it *will* be able to handle multi-client servers (something euTcp4u doesn't). It doesn't have Windows based callbacks to notify you when messages are available (like pure winsock allows) but you can poll the library to see if messages/connections are available (ie. in a game loop). This basically means it won't work great with Win32Lib as Windows has control of your programs most of the time and only executes your code when an event happens. Now euAllegro is an Allegro + Mappy + JGMOD + PPCol and now Libnet wrapper. All of the addons except Libnet are Allegro dependant. My question is: Would anyone be interested in Libnet being a standalone wrapper instead of being bundled in with euAllegro? When Libnet is bundled with euAllegro it can still use it without using other euAllegro functions but would need to include the 3 support files (of about ~500KB) to use it. Any comments?? Thanks Ray Smith
2. Re: euAllegro and Libnet
- Posted by Ck Lester <cklester at YAHOO.COM> Dec 05, 2000
- 474 views
On Mon, 4 Dec 2000 20:31:34 -0500, Ray Smith <smithr at IX.NET.AU> wrote: >Hi, > >Would anyone be interested in Libnet being a standalone wrapper instead of >being bundled in with euAllegro? I cast my vote for the standalone wrapper... I'm going to need a connectivity library for the game I'm developing. I want the players to be able to hook-up via the internet or some other method to play the game, and I'll need the capability to connect multiple users (up to, say, 6-8). Thanks! <\<
3. Re: euAllegro and Libnet
- Posted by Matthew Lewis <MatthewL at KAPCOUSA.COM> Dec 05, 2000
- 479 views
> -----Original Message----- > From: Ray Smith > I have just added some functions from a network library > called Libnet to > euAllegro. > It has similar functionality to the euTcp4u library I wrapped > a few months > ago but with the benefit that it *will* be able to handle multi-client > servers (something euTcp4u doesn't). > It doesn't have Windows based callbacks to notify you when > messages are > available (like pure winsock allows) but you can poll the > library to see if > messages/connections are available (ie. in a game loop). > This basically means it won't work great with Win32Lib as Windows has > control of your programs most of the time and only executes your code > when an event happens. > I'd be interested in seeing a 'stand alone' libnet. I don't see any major problems in integrating with win32lib, since we could use timers to poll the library for messages. Matt Lewis
4. Re: euAllegro and Libnet
- Posted by Ray Smith <smithr at IX.NET.AU> Dec 05, 2000
- 485 views
>I cast my vote for the standalone wrapper... I'm going to need a >connectivity library for the game I'm developing. I want the players to be >able to hook-up via the internet or some other method to play the game, and >I'll need the capability to connect multiple users (up to, say, 6-8). Consider it done, I should have something by this weekend ... next weekend at the latest ;) Note: The doco that comes with Libnet isn't as good as some other libraries so It will be pretty much the same with the wrapper ... I'll try and do a couple of examples to make up for it. Ray Smith
5. Re: euAllegro and Libnet
- Posted by Ck Lester <cklester at YAHOO.COM> Dec 06, 2000
- 496 views
- Last edited Dec 07, 2000
On Wed, 6 Dec 2000 17:36:48 -0500, Ray Smith <smithr at IX.NET.AU> wrote: >Hi ck > >>I'll need the capability to connect multiple users (up to, say, 6-8). > >I was just thinking about your comment and wanted to make sure you knew >that euLibnet is for Win32 only. Yeah, I knew that. I've got the DOS alpha version working fine, and because of the way I've developed it, it should be just a hop-skip-'n'-a-jump to a Windows/Linux/Amiga/Mac/PS2 version...>I *think* you're using Neil for your graphics??? Yes, for the DOS version. I'm in need of a EUPHORIA for Windows graphics guru who wants to write some elementary graphics functions. Actually, I need to consult with a EUPHORIA for Windows guru about some things, including interface considerations. I've got the base code now such that I only need plug in a "module" for Windows or a "module" for DOS or a "module" for Linux or a<bonk>. >Just thought I'd mention it so you don't start walking down a dead >end street 'ppreciate it... <\<