I am currenly playing around with a Multiplayer System on Java basis,
so that the connection and datatransmission is handled by the Java Client/Server
and the Java client communicates with the 3dGS enviroment.

This gives me a lot more in flexibility than the native Gamstudio Multiplayer
commands. (no entity-handeling overhead, no session connect problems, or
client limitations)

it is not a serious development for a certain game, more like a testrun, if
all the concepts work together.

The datatransmission will be not fast enough for a shooter, but sufficient for
Online Roleplaying or RTS.

The first step is to get a decent Java client/server, that works on the internet,
and transmits data-packages and chatstrings.

the next step is to bind the Java client to 3dGS (in a very crude -but functioning- way currently,
for a more eloquent approch I need the help of a C++ programmer)


The gameserver could be linked to a 3dGS enviorment, or handled fully by a Java instance.
(this way it is possible to run the server on common Linux online hosts)
Java has got a good database connectivity too.


The reason why i use Java, is bacause I am trained in it, and dont have a good
knowledge on C++. Java is very flexible for large programs, that dont require
a 3D rendering.


I will posts some stuff, whenever I have a Java Client/Server (Chat), to test
the online connectivity, and amount/speed of datatransmissions.

3dgs does not need to run in the faulty multiplayer mode,
which enhances the development.


Does anyone have experiences with Java (Socket programming), and how
it handles online? The hard thing will be to tackle the router-issue.