Need suggestion about choosing a network library for mulitplayer
Hi All, I need suggestion about selection of a good network API. I created network library by using DirectPlay sometime back, but now, I have to implment it with some better network library, preferably a low level network library. I visited different sites (OpenTNL, HawkNL, ClanLib Game SDK, SDL_net, enet, OpenSkies, ReplicaNet). Every one claims alot, but I would like to ask for some on ground facts, I understand that it depends upon alot of factors and the objective that I want to do, but if someone can proivde some guidelines or comparison of different network libraries, then it will be more then helpful. Thanx in advance. Regards, Ejaz.
If you want low-level, E-net is usually thought to be just high level enough, without any extra frills. It's also thought to be hard to build on Windows.
You could also consider regular sockets (on Linux) or WinSock (on Windows), which is as low level as you can get, and is Just There on all platforms.
You could also consider regular sockets (on Linux) or WinSock (on Windows), which is as low level as you can get, and is Just There on all platforms.
enum Bool { True, False, FileNotFound };
Dear hplus0603,
First of all, thanx for a very swift response.
I agree with you about sockets. Actually as I mentioned that sometime I developed network library for multiplayer by using DirectPlay, and then later, I've to implement 3rd party online matching making stuff and that 3rd party didn't support DirectPlay. Although I managed to make them work together, but it was a real pain.
Now, what is required is that I keep the original wrapper consistent (over DirectPlay) and either use sockets or some other library underneath.
In case of sockets, if I spend time and endup in something, which is already available, then I would like to save the time, although it will cost but a library with a other developer confidence and good support can worth for it.
Offcourse, the choice of sockets will always be there, but I don't want to make another mistake after mistakes, specially under tight schedules. :(
Thanx & Regards,
Ejaz.
First of all, thanx for a very swift response.
I agree with you about sockets. Actually as I mentioned that sometime I developed network library for multiplayer by using DirectPlay, and then later, I've to implement 3rd party online matching making stuff and that 3rd party didn't support DirectPlay. Although I managed to make them work together, but it was a real pain.
Now, what is required is that I keep the original wrapper consistent (over DirectPlay) and either use sockets or some other library underneath.
In case of sockets, if I spend time and endup in something, which is already available, then I would like to save the time, although it will cost but a library with a other developer confidence and good support can worth for it.
Offcourse, the choice of sockets will always be there, but I don't want to make another mistake after mistakes, specially under tight schedules. :(
Thanx & Regards,
Ejaz.
I'm aware of nothing that looks like DirectPlay and can "slide in" with minimal work. I think the stuff from GameSpy, and the Net-Z offerings, come closest. Both cost money, of course.
enum Bool { True, False, FileNotFound };
Dear hplus0603,
I would like to ask for your opinion about OpenTNL. So far, I've found it to be scoring more points for me among all that I've seen.
It doesn't matter if I have to pay, if I get what I want and it really worth is.
Thanx & best regards,
Ejaz.
I would like to ask for your opinion about OpenTNL. So far, I've found it to be scoring more points for me among all that I've seen.
It doesn't matter if I have to pay, if I get what I want and it really worth is.
Thanx & best regards,
Ejaz.
I've never used OpenTNL, but I've heard some people say some good things about it, and I haven't really heard anyone say bad things about it. If it looks right for you, I know of no reason you shouldn't go with it. How's that for weasel-ese? :-)
enum Bool { True, False, FileNotFound };
if you haven't checked it out, i strongly recommend looking at RakNet . it offers about the same features of OpenTNL, except RakNet is 1) free, 2) has incredibly thorough documentation. 2 things that OpenTNL does not have. (this is not to say OpenTNL is not for you; choose which library best fits you and your situation). also, Rakkar is always helping people on his forums and answering their questions. i have used SDL_net and Enet before, and by far RakNet is my favorite.
FTA, my 2D futuristic action MMORPG
i definately recommend RakNet
http://www.rakkarsoft.com
its pretty easy to get started, and allows you to use it at the level you wish, for example it can do network objects and basic rpcs for your if you want, but i just use it as a UDP wrapper at the moment to handle connections and NAT punchthru etc.
at the moment i'm using it to do a real world implementation of my networked physics technique, and its perfect - other api's like tnl force you into their own framework too much for my liking, not my bag when i just want a data pipe
cheers
http://www.rakkarsoft.com
its pretty easy to get started, and allows you to use it at the level you wish, for example it can do network objects and basic rpcs for your if you want, but i just use it as a UDP wrapper at the moment to handle connections and NAT punchthru etc.
at the moment i'm using it to do a real world implementation of my networked physics technique, and its perfect - other api's like tnl force you into their own framework too much for my liking, not my bag when i just want a data pipe
cheers
Quote:
Original post by Anonymous Poster
Raknet doesn't have many of the high level networking features and bandwidth optimizations that TNL has.
could you maybe back this up with some proof? even just quoting the docs would be fine.
FTA, my 2D futuristic action MMORPG
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