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enet #116233
03/10/07 00:49
03/10/07 00:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Posts: 4,771
Bay City, MI
has anyone tried using an enet dll for multiplayer, if so what are the results, i ask because it seems incredibly easy to use, and might be cool to play with.

Re: enet [Re: lostclimate] #116234
03/10/07 12:40
03/10/07 12:40
Joined: Jan 2003
Posts: 517
Illinois
G
giorgi3 Offline
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giorgi3  Offline
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Illinois
Ok, I give up... what's enet? I can't find it anywhere. Got a link?


Giorgi3

10,000 parts flying in a close formation does not constitute an airplane. Some assembly is required.
Re: enet [Re: giorgi3] #116235
03/10/07 16:02
03/10/07 16:02
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Bay City, MI
http://enet.cubik.org/

it is a networking engine

Re: enet [Re: lostclimate] #116236
03/10/07 18:09
03/10/07 18:09
Joined: Jun 2005
Posts: 130
K
khanoftruth Offline
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khanoftruth  Offline
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K

Joined: Jun 2005
Posts: 130
I will try it out. Thanks.


The Galvanic Productions Hompage: www.GalvanicProductions.tk For our current project, click on the Nirvana link.
Re: enet [Re: khanoftruth] #116237
03/10/07 19:32
03/10/07 19:32
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Doesn't "seem" to offer anything more than 3DGS Pro MP.
Might be a good solution for sub-Pro licenses though...

Re: enet [Re: fastlane69] #116238
03/10/07 19:44
03/10/07 19:44
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Bay City, MI
well sub pro, and it uses udp instead of directplay, so i might have the "stability" that everyone says is missing in 3dgs.

Re: enet [Re: lostclimate] #116239
03/10/07 19:58
03/10/07 19:58
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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DPlay can do both TCP and UDP. 3DGS switched to a pure UDP implemenation after 6.4.

A more accurate statement is that it uses winsock instead of Dplay which would make sense since it's so low level application.

Re: enet [Re: fastlane69] #116240
03/10/07 20:15
03/10/07 20:15
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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Browsed their website, viewed the tutorial and the code looks very clean. I do not yet understand enough howto use this with Lite-C though.


smile
Re: enet [Re: D3D] #116241
03/10/07 20:27
03/10/07 20:27
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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Bay City, MI
well 3dgs can dll's too and thats what im thinking of using it with, and thank your fastlane for clearing that issue up would it still be worth looking into, also, what about making lobbies and stuff like that, it seems like it be difficult to do that with 3dgs's functions

Re: enet [Re: lostclimate] #116242
03/10/07 20:45
03/10/07 20:45
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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Lobbies in my opinion are actually easy. This is the way I have thought it could be done.

You have a central web server that lists all active games. You can join any active game at which point you are given the session_name and IP and you session_connect to it.

Now, if you actually start a game, you would start your server and connect to the webserver and upload your info such as session name, IP, maximum number of players, etc. Once the webserver has that info, the server just waits and perform mutual updates to make sure that if a player joins the 3DGS server, teh webserver gets that knowledge.

Once the game is full, the webserver would know (since it's been "ticking" off clients as it joins) but the 3DGS server could also send a "game full" message at which point no one else is allowed in and the game starts.

When the game ends, the 3DGS server sends the game results back to the web server which can then keep a leaderboard or maybe reopen the game up.

Basically, since the web-to-3dgs server communication is controlled and sporadic and totally text (or number) based, this is much easier than custom content which is not controlled and continuous.

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