RakNet : Please Explain

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10 comments, last by graveyard filla 17 years, 10 months ago
Quote:Original post by Anonymous Poster
Quote:Original post by graveyard filla
Dont be so quick to label the documentation as "not so good". I would go as far as saying that RakNet has some of the best documentation ...

No it doesn't.
Quote:of ANY open source library...

No it,s not.


Care to elaborate why you feel it isn't that good? RakNet in my experience is pretty good, and I've contributed to and/or used extensively quite a few open source projects (gtk/gtkmm/gtk#, mono, WinOSI, Y windows, to name a few).

Also, note that RakNet is only open source these days if you're not using it commercially, but that's peachy with me. For $100 when you release a commercial game using it (if that's all you can afford), it's great. And the documentation is definitely workable; I first learned about NAT punch-through via RakNet's documentation, for example. And I can now do NAT punch-through without RakNet in general because they described it well enough.

So, again, can you explain your beefs with some detail and backup?
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Quote:Original post by Anonymous Poster
Quote:Original post by graveyard filla
Dont be so quick to label the documentation as "not so good". I would go as far as saying that RakNet has some of the best documentation ...

No it doesn't.
Quote:of ANY open source library...

No it,s not.


why did you leave out the most important part of that quote?

Quote:
I would go as far as saying that RakNet has some of the best documentation of ANY open source library I have ever used - not even just networking API's.


"I have ever used"

also, i was being conservative with that. i dare you to show me a free networking API with better documentation. Even OpenTNL, basically the equivalent with RakNet overall, which cost 350$? for a license, has poor documentation compared to RakNet (last I checked, its been awhile). please, show me any free networking API that has better docs then RakNet and i'd be surprised.

... annyway

Puna, I guess I misunderstood your question. It seemed to me like you want to send a struct with a header in front of it.

Quote:
Question 1: In all of the examples where I see bitstreams used, the variables are "encoded" seperatley. Could you just write an entire object to a bitstream rather than it's member varaibles?

Question 2: If you just encode an object (by casting it to char*) and send it, how do you set the first byte to be the packet ID thing? I don't see this ANYWHERE in the documentation, only how to read the packet ID on the recieving end.


1) Yes, see number 2
2) Just make a "int packet_id" as the first member of your class. thats it. try to read beejs networking guide, it helps teach you the basics of how networking and memory work for things like this.
FTA, my 2D futuristic action MMORPG

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