Combine OpenGL?
Is it possible, making a RPG (fixing graphics etc etc) and then when I'm ready I make it to an online rpg? (With winsock)? And is it even possible combining OpenGL and winsock? thnkz if you have any multiplayer opengl programming tutorial plz give adress
Yes, but you should be sure you have a great understanding of OpenGL before you start on an RPG.
Quote:
Original post by Noxir
Is it possible, making a RPG (fixing graphics etc etc) and then when I'm ready I make it to an online rpg? (With winsock)?
Ehm, I guess. It would be a rather ambitious project to create an RPG in the first place. If you're really serious about making an online RPG (carefully avoiding the doomed words "making a MMORPG" here) however, you'll have to take the network stuff into account from the very start.
Quote:
And is it even possible combining OpenGL and winsock?
These are two completely different things. But, yes.
OpenGL has nothing to do with networking. All it is is a 3D graphics API.
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I'm not sure of your level of expertise, but if you are asknig this question, I could assume that it isn't all that high, like most of us here. This doesn't apply to all, but it does to me. Most here are hobbyist programmers that don't have massive resources behing them nor years of experience in the field. What I mean to say is that you should start small. Maybe you already have, which means go up little by little, completing projects each time more advanced. Then when you are ready, unless believe that you already are(which always could be the case) go ahead with your RPG. Though OpenGL and WinSock are completly different things like sound and OpenGL. OpenGL JUST does graphics, nothing more. It doesn't even set up its own window. So yes, winsock can be used with OpenGL, just like any other API that is independent of graphics.
Yes, WinSock and OpenGL don't fight each other. In fact, in games like Quake, they seem to get along just fine :-)
However, first developing an RPG, and then trying to turn it into an online RPG may be a bit of a stretch. When building a 1-player RPG, you can usually get done without the discipline and data management stricture necessary to build a working online RPG.
However, first developing an RPG, and then trying to turn it into an online RPG may be a bit of a stretch. When building a 1-player RPG, you can usually get done without the discipline and data management stricture necessary to build a working online RPG.
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Exactly, you can cheat more in a singleplayer game, in multiplayer you have to bother with AI-LOD systems , dynamic loading, data tracking, comunication between client/server and shit like that.
that is why most mmorpg's can not be played in singleplayer and vice versa.
that is why most mmorpg's can not be played in singleplayer and vice versa.
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I've read that if you dont build with multiplayer in mind at the start, you usually cant add it in as an after thought. As lc_overlord said, there are many things which you must consider in your game design for multiplayer games that you take for granted when designing a single player game.
I suggest writing a few single player games first to get a feel of how to design and implement them. Then move onto simple multiplayer games. Then try combining the two. If you dont take things step by step you'll likely end up with an unfinished project.
No worries; you're not alone. If you have been through nehe's tutorials and are looking for more reading material, check out:
How to program 3d chess: a forum based tutorial
These tutorials are intended to give you an idea as to what a "game engine" and game programming are all about. The engine developed in the tutorials is not specific to any style of game. Instead, it helps you develop the basic tools you need to develop any type of game. It unfortunately does not include any multiplayer components currently, however the libraries we use (SDL specifically) contain all the necessary tools you'll need to implement multiplayer. All you'll need to do is "wrap" them.
Cheers,
- llvllatrix
I suggest writing a few single player games first to get a feel of how to design and implement them. Then move onto simple multiplayer games. Then try combining the two. If you dont take things step by step you'll likely end up with an unfinished project.
No worries; you're not alone. If you have been through nehe's tutorials and are looking for more reading material, check out:
How to program 3d chess: a forum based tutorial
These tutorials are intended to give you an idea as to what a "game engine" and game programming are all about. The engine developed in the tutorials is not specific to any style of game. Instead, it helps you develop the basic tools you need to develop any type of game. It unfortunately does not include any multiplayer components currently, however the libraries we use (SDL specifically) contain all the necessary tools you'll need to implement multiplayer. All you'll need to do is "wrap" them.
Cheers,
- llvllatrix
Take care when messing up with Winsock 2.x.
Most advanced functionalities I've tried are completely useless. Actually, the only "advanced functionality" I am using is Overlapped I/O with transport buffers in application space.
Scatter/gather sounds very nice but I hardly believe it's really a must in real applications. Behaviour also seems to be quite strange.
The "accept function" also seems interesting but I'm not sure of its inner workings so I left it out. Does someone ever used it?
By the way, don't even mind TCP. UDP and maybe RTP (I'm not really sure of what this is) are the only options for most realtime-things.
See you!
Most advanced functionalities I've tried are completely useless. Actually, the only "advanced functionality" I am using is Overlapped I/O with transport buffers in application space.
Scatter/gather sounds very nice but I hardly believe it's really a must in real applications. Behaviour also seems to be quite strange.
The "accept function" also seems interesting but I'm not sure of its inner workings so I left it out. Does someone ever used it?
By the way, don't even mind TCP. UDP and maybe RTP (I'm not really sure of what this is) are the only options for most realtime-things.
See you!
Previously "Krohm"
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