Re: tcp

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Hi Ray,
I`m working on a top down deathmatch game . All I want to send to the other
player is simple stuff like his lockation ( {x,y} ) and if he fires and with
whitch gun ( {{x,y}, 4} where x and y is the destination of the bullet and 4
is the 4`th weapon ( like a mp5 ect. )) ect. I saw that when I launch a
server with tcp4u that I could connect many clients but only the first one
would be able to send and recieve data . Actually , no one told me that I
should use euLibnet . Also , when they were talking about game libs , they
didnt say anything about euAllegro . Why ? I think euAllegro is awsome and I
realy like the feture that it supports Mappy maps . Its also good for
playing sounds and music . Kinda think about it , your a good programmer . I
think of you with great respect . You are one of the coders that earned my
respect . `Nuff said , you da man .
Thanks for the help , i`ll be checking out euLibnet now .

Read ya !
Ferdinand

----- Original Message -----
From: Ray Smith <smithr at ix.net.au>
To: EUforum <EUforum at topica.com>
Sent: Monday, August 06, 2001 3:19 AM
Subject: RE: tcp


> >
> Hi Ferdinand,
>
> euTcp4u can handle many concurrent connections but isn't very good
> at accepting new connections when speed is an issue.
>
> Tcp4u is a very good library except for this one issue.
> Im not saying my wrapper is good!!! just that the C library is
> good :)
>
> The problem occurs when the server program accepts a new connection.
> It is a "blocking" call meaning no other communications will occur
> until it times out (min. timeout period = 1 second).  Considering
> that 99% of the time no new connections will be waiting it makes the
> server progrtam very slow.
>
> If your game is like Doom or Quake (I'm showing my age!!) where no
> action takes place until all competitors are connected then there is
> no problem (euTcp4u will work well under these conditions).
> Also if it's a logic based game (ie speed is not a major issue) then
> euTcp4u again will work well.
>
> If you want to make a game where players can come and go (i.e connect
> & re-join) while the game is running (and speed is important) then
> euTcp4u is not a good choice.
>
> Along with the other suggestions people have mentioned you might also
> like to look at my wrapper for Libnet (euLibnet).
> I haven't tested this over the net but can't see why it wouldn't work.
> euLibnet is based on Libnet which is a games based communications
> library. It has a function which checks to see if a new connection
> is waiting without having to actually wait.
> There should also be a demo multi-client / server chat program which
> demonstrates how to a server program can serve multiple clients.
>
> So ... what type of game are you writing?
> (I've been away for the last week working and I don't think I saw any
> details of the game itself!)
>
> Ray Smith
>
>
>
>
>
>
>
> mwfch at MWEB.CO.ZA wrote:
> > tcp4u cant support more than 2 users . Thanks anyways .
> >
> > Ferdinand
> >
> > ----- Original Message -----
> > From: Jonas Temple <jktemple at yhti.net>
> > To: EUforum <EUforum at topica.com>
> > Sent: Saturday, August 04, 2001 4:44 PM
> > Subject: RE: tcp
> >
> >
> > >
> > >
> > > mwfch at MWEB.CO.ZA wrote:
> > > > Hi .
> > > > I need a tcp/ip lib that can support up to 8 players . I`m almost
> > > > finished with my first game (PS: Thanks for euAllegro Ray). Its a
> > > > internet mutiplayer game , so without a tcp/ip lib , my game cant
exist
> > > > .
> > > Ferdinand,
> > >
> > > Try tcp4u on the contributions page.  I think it will work for what
you
> > > want to do.
> > >
> > > Jonas
> > >
> > >
> > >
> > >
> > >
> >
> >
> >
>
>
>
> Ray Smith
> http;//www.geocities.com/ray_223
>
> >
> >
>
>

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