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Re: ANet - The ultimate networkplugin for GS [Demo] [Re: croman] #239779
12/07/08 09:29
12/07/08 09:29
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
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Hmmm... the code looks correct. Does the tires behave correctly if you don't use any multiplayer code?

What exactly happens when you use the code you posted? Are the tires not moved on the other clients or are they moved wrong?

I saw that you commented the "if" out that makes sure that the code only runs on the client that created the entity. This is an important "if" and you need this! Otherwise the whole function is executed on all clients => all clients set the position of the wheels with their physic engine and don't use the sent positions.
Maybe that's the problem.

EDIT: Forgot to say that the homepage will be available this afternoon! You will be able to buy the Standard Version of ANet and get 2 new example scripts.

Last edited by Dark_samurai; 12/07/08 09:54.

ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: ANet - Full version available now! [Re: Dark_samurai] #239802
12/07/08 13:50
12/07/08 13:50
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
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I proudly present you the official homepage of ANet: www.anet-plugin.com

The full Standard Version is in stores now including one month free support! wink

Additionally, there are two new scripts ready for free download: a modified version of the standard default.c file that now displays ANet specific data in the debug panel and pong as multiplayer example.

Enjoy!


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: ANet - Full version available now! [Re: Dark_samurai] #239808
12/07/08 15:33
12/07/08 15:33
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

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Baunatal, Germany
That looks like a great library! But whats the advantage over the built in functions? On your website you write about TCP, but thats probably a mistake. Network libraries like Directplay use UDP, not TCP. TCP is a handshake protocol and is not suited for multiplayer.

Originally Posted By: manual
Gamestudio uses DirectPlay 9 for sending UDP data packets. By default, a reliable protocol is used for essential messages like joining or transmitting variables or strings, while a faster but unreliable protocol is used for frequent repeated messages like entity updates. The protocol, packet size, and other parameters can be customized and modified through the dplay_ variables.


Have you already made some tests to find out if your library is faster or slower than Gamestudios?

Re: ANet - Full version available now! [Re: Tobias] #239812
12/07/08 15:54
12/07/08 15:54
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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great job Peter. be sure that i'm gonna purchase your plugin once i collect the money and that perhaps in 1-2 weeks we(my boss actually) are gonna purchase it for GroundTacticsGame project.

anyway, i've added you on ICQ...can you get online on your ICQ account, please?



Ubi bene, ibi Patria.
Re: ANet - Full version available now! [Re: croman] #239827
12/07/08 16:40
12/07/08 16:40
Joined: Jul 2005
Posts: 1,930
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Dark_samurai Offline OP
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@Tobias: You are right! Direct Play is based on UDP not TCP this was wrong in the text (changed!).
Sorry I didn't had the time to do such tests. But I guess that the difference won't be that much.
Although you can make tests if you want. Use the demo version and test as much as you like smile

The real advantage is, that it's easier to use than the built in system. You have much more functions that will help you to get faster results! And of course the tutorials and example scripts.

@cerberi_croman: Good to hear that you like it! I've added you to my ICQ list wink


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: ANet - Full version available now! [Re: Dark_samurai] #239833
12/07/08 17:47
12/07/08 17:47
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

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Ive downloaded and tested the Pong demo!

I had to add a line to the "acknex.h" in the folder, your version was probably based on an old .h file, but after replacing it it worked like a charm! I have also added your default.c for comparing the traffic, this did not look so good. The original Pong multiplayer demo from Gamestudio has a traffic of around 88 bps, yours had 3400 bps. Maybe there is some optimization in Gamestudio thats missing in anet?

Re: ANet - Full version available now! [Re: Tobias] #239835
12/07/08 17:56
12/07/08 17:56
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
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Dark_samurai  Offline OP
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Austria
I created this with A7.50, is there something new in A7.60?
The pong code is not optimized! Their is a lot of data sent every frame (ball, and bars). This is not because the plugin causes more traffic!

I wrote a top down shooter (currently frozen) that had a peak of ~1 kbs with 5 players running and shooting at the same time.


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: ANet - Full version available now! [Re: Dark_samurai] #239923
12/08/08 10:26
12/08/08 10:26
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
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Dark_samurai  Offline OP
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Posts: 1,930
Austria
A new Pong Version is online now!
I've optimized it a lot and reduced the traffic! It uses some kind of death reckoning now and has as much bps as the original demo from conitec wink

Thanks to Tobias for pointing this out!

@Tobias: What's new in the acknex.h file?


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: ANet - Full version available now! [Re: Dark_samurai] #239988
12/08/08 18:04
12/08/08 18:04
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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Croatia
if anyone has a problem with lag in 3dchat example... on one side (eg server) client player is laggy and that on another side(eg client) both client and server players are smooth and dont know why, i have a solution for you all.

just add in main.c in main function fps_max = 60; // 60 for example
you forgot that Dark_samurai. if i'm not wrong it needs to be there because of limiting number of packets that are sent.

yeah, it's that simple and it will work like charm smile



Ubi bene, ibi Patria.
Re: ANet - The ultimate networkplugin for GS [Demo] [Re: croman] #239994
12/08/08 18:19
12/08/08 18:19
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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take me down to the paradise c...
Good Job!

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