RE: tcp

new topic     » goto parent     » topic index » view thread      » older message » newer message

Hi Ferdinand,

> 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. 

If your intending it to be an internet based game you'll have to 
cater for the lag (or slow responce) issues.  If it's a network game
(ie. all computers on a local LAN) then this wouldn't be an issue.
Some of the big games (quake etc) have pretty complex algorthims to
counteract latency problems. If you look around the net you should
find a bit of information on how this can be achieved.
Considering a ping to another computer on the net can easily take 2
seconds (at best!) means that this is a real problem!

Can't wait to see the finished game!  Sounds good!


> 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 . 

As long as the server stores the connection information for each 
client you should be able to send and receive to each client.  
I never did write a demo program to show this.  Anyway ... I think 
euLibnet is better for multi-client server programs anyway.

> Actually , no one told me that I
> should use euLibnet . Also , when they were talking about game libs , 
> they
> didnt say anything about euAllegro. 

In general there isn't a whole lot of discussion about euLibnet (or
euAllegro either!!!).
Communication libraries aren't ever going to be hugely popular as 
not many people want to develop net/internet apps.  There are a few 
... but only a few.
euAllegro on the other hand I thought was going to be hugely popular!
It really is simple to write top quality 2D games using euAllegro!
I think I scared alot of people off by saying it wasn't complete 
(which it isn't). Still top quality games can be made with what 
already is finished.
HiRes support is probably the biggest "missing" feature.  For me (a 
simple 2D games writter 256 colours is heaps!!!) others do require
hires support though!
The number of example apps and my demo games show that pretty cool 
demos and games can be made pretty simply!

As it turns out it is a huge amount of work to wrap Allegro.  Allegro
has somewhere around 1300 functions!!!!  Even if it only takes 10 
minutes to wrap each one ... it is a huge amount of time. In reality
by the time you research the command, understand how it works, 
implement it, test it and then document it, it takes alot of time 
for just 1 out of the 1300 functions!

> 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 .

I didn't write any of the libraries, just wrappers to them.  Still to
go find all the libraries (Allegro, Mappy, PPCol and JGMOD), compile
them all (not as simple as it sounds!), wrap them in a DLL and write 
Euphoria wrappers was a huge job.  

Thanks for the kind works but really they should be for the authors 
of the above libraries.  Allegro in particular is as good (if not 
better) than most commercial 2D graphics libs). 
www.allegro.cc is an excellent site to find out what people are doing
with Allegro.

As i've said before my interest has wanned a little in Euphoria ...
this is probably also because of a huge increase in my work 
commitments.  If anyone wants to become the offical maintainer of 
any of my libs let me know.


Ray Smith.


> 
> ----- 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
> >
> > >
> > >
> >
<snip>



Ray Smith
http;//www.geocities.com/ray_223

new topic     » goto parent     » topic index » view thread      » older message » newer message

Search



Quick Links

User menu

Not signed in.

Misc Menu