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Winsock UDP eco system.

Started by June 11, 2004 05:54 PM
12 comments, last by hplus0603 20 years, 7 months ago
Hello all, im currently making an Quake style game, and im almost done with the Single-Player part, so now I am trying to add some multiplayer suport for it, does anyone know were can i find tutorials or examples about how to do the eco system you know client''s -> server -> server -> to all clients something like that.. im not an expert at the network part but I have think about to have like 5-20 players on one server or something like that maybe 32. I hope someone can give some help about this Edit : I have look on places but I have not found any good tutorial about the eco system. thx.
-[ thx ]-
do you mean "echo system"?
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
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ups ^^ yes i meen that...
-[ thx ]-
Look at some of the network programming articles at gamedev.net, I find them pretty helpful when I started doing network stuff.
Hey,
Just an echo system isn''t going to do you any good. If it is a quake styled game that means projectiles. You can''t really go about calculating all that stuff on the client, so you''ll have to do processing on the server. So "echo" isn''t quite the right term I would think *shrugs*

Thanks,
AA
allright.. How do i make it then, and is it alot to change in the code to support multiplayer?.
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If you''re going to be playing this with your friends, then the risk of client hack cheats is small, so you can go ahead and use a basic echo system.

If you want to sell this game online, then you have to design so that hacked clients can''t cheat as much, which is much harder. If you don''t prevent cheating, your online community will very quickly die, and you won''t sell many copies.

If this is your first attempt, I suggest you put yourself in the first category; if the game is any good, you can always go back and re-structure the code for another mechanism later.
enum Bool { True, False, FileNotFound };
Quote:
Original post by xmen90s

Hey,
Just an echo system isn''t going to do you any good. If it is a quake styled game that means projectiles. You can''t really go about calculating all that stuff on the client, so you''ll have to do processing on the server. So "echo" isn''t quite the right term I would think *shrugs*

Thanks,
AA


Hey AA, echo is just isnt the word.

I guess I would put it as a centralised message distribution system.(hey I can call it what I want just as you can call it what you want)

Anyway UDP is not too good a choice for multi-player games.TCP would be better esp for FPS games.

If you want a multi-client TCP/IP server try my tutorial:
http://xlock.hostcubix.com/cgi-bin/lwton.cgi?page=tutCpp

[Edited by - FireNet on June 18, 2004 7:20:57 AM]
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Quote:
Original post by FireNet
Any UDP is not a good choice for multi-player games.TCP would be better esp for FPS games.



I hope that you are not beeing serious with this statement.
Yep, TCP and multiyplayer games are different worlds :-)

You WON'T get any multiplayer game using TCP/IP as fast as it should be or when using UDP and doing some control stuff on your own. TCP is sure reliable but too slow for real time games.
Greetings,STORM!

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