Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    557
  • comments
    1237
  • views
    423132

Leaky

Sign in to follow this  
Evil Steve

82 views

Something is leaking palettes and I don't know what. I blame the engine. I've been debugging this for 2 hours today (Another hour and a half till I give up), and about4 hours yesterday.
*scream*

In other news, I'm still no closer to getting my socket code working. I've got two choices:

  • Fallback to something really simple that works (I.e. using select and only allow up to 64 clients in my tests)

  • Start again, and build things up very slowly, using CSocket to delegate all calls except simple accessors to CSocketManager, and have CSocketManager refer to CSocket as a struct (Access its members directly). And only implement in small pieces (Only recv, only send, send/recv, only accept, only connect, accept/connect, everything together)



I'm leaning towards #2, because I really want to get this code working. If there was more than just me working on this, I'd definitely go for #1, since then someone could work on the socket code, and someone could work on something else. But since it's just me, that would just mean that I can do something else, and I'd end up throwing away the old code. I think I'll restart the socket code during my lunch break today actually. And hope it works...
Sign in to follow this  


3 Comments


Recommended Comments

I was about to suggest, why don't you use some other well-made networking engine?

Or just go for option 1. It's highly unlikely that you'll have more than 64 people playing your game [grin]

Share this comment


Link to comment
Use option #1; hopefully you've coded in such a way that if you wanted to swap out for a better networking model later it wouldn't cause too much trouble.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!