Re: tcp
- Posted by mwfch at MWEB.CO.ZA Aug 07, 2001
- 443 views
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 > > > > > > >