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Slyxsith

Anyone know any good prewritten network code modules?

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I''ve had different people working with me for some time now each thinking they''ve got it in them to write a better line of code but in the end I end up with nadda. No offence to volunteer programers, but I want to start moving forward on my project again. Anyone know of any decent code? Rakkar is proven and decent but it''s just a stepping stone. Any others? Slyx

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Have you tried downloading replicanet? It gives you three different choices for creating a game. I mostly use the top level which handles objects and lag prediction but the lower levels give you access to packets.

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right on guys. Thank you. Quazel I have checked out but it''s a little avant garde for me. I''d like to see it in practical use. Distributed signal duplication seems to me to generally cause the potential for more lag/latency rather than less.

Currently Im just looking for a basic platform to design a throw away client server communications app for alpha testing. Let''s be honest, I''m a designer =) 9 months of paper backend systems development is a good start but I can''t code worth a damn. I''m going to pick up C++ again and give some of these suggestions a try.

Thanks guys

Mark

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Plug time.
If you're looking for a client server type of app to throw around then you could easily use the XPURL class or XPSession class with ReplicaNet from http://www.replicanet.com

OK you could use the full object allocation manager and lag prediction layer in the ReplicaNet class its self as well but for some simple tests that you need I'd just recommend the XPSession layer.

All three classes can be told to work in a peer to peer or a strict client server arrangement or any shades between the two, which ever suits your needs. This lets you tailor specifically how many packets you want being sent around the network.

Plus our freeware license allows you unlimited non-commercial use so you don't have to keep on downloading keys, which I know can be a pain looking at other similar libraries.

Also if you do decide you want to use it for a commercial project then we offer a full source code option for not very much money.

PS. Version 3.60 is going through some final tests this week, it should be released on Monday. This version contains a lot of improvements making it even more suitable for MMP type games. Notably the XPSession class is enhanced allowing even more control of the network topology. A new packet delivery method has also been added which is half way between unreliable and totally reliable which helps with bandwidth management.


[edited by - fnagaton on March 18, 2003 6:55:35 PM]

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Nice stuff Fnagaton. Real great looking work. I''m going to take a look at it in a little more depth tonight. Wish I knew how to code =) Great to see modular code like that taken to the next level. Good luck with that project.

Mark

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I''m not sure if this is the type of thing you''re looking for, but I just came across this: http://www.zeroc.com

It''s not specifically for games, but it is going to be used in one MMORPG.

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Hey Mark,

I''m surprised you find ReplicaNet stuff interesting and at the same time find Quazal ''too avant-garde''... Both products share 90% of their APIs calls. It makes you wonder who copied who...

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Well like I said I''m an infant at this stuff and the deeper I dig into replicanet I do see the theoretical similarities. Still, ReplicaNet seems like a decent product however I''m also looking at ICE (thanks whoever put me onto that) and a couple others.

I''m not sure that a highly advanced distributed signal duplication system isnt going to be the platform for the 20,000 player per server games of the future, but for my first gaming project I think even the slightest tad of realism will tell me it''s not somethign I can cope with

Mark

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