Sign in to follow this  

DirectX8 DirectPlay Question VB - Massive Multiplayer Support

This topic is 4808 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

In DirectX8 for Visual Basic, I'm trying to add massive multiplayer support to my game engine using DirectPlay based on a master server that can check for other servers players have created (which will be in a list) for other players to choose a server and enter their game. I can easily create just one server with multiple clients, but that's all I could do. After surfing the web, I have found no code examples of what I want to do. Can anyone help me on either code examples or links to excellent tutorials on creating Massive Multiplayer support for your games. Thanx.

Share this post


Link to post
Share on other sites
I'll give that a try Bucket_Head. CuriousGeorgeBush, that site doesn't exist, unless it's a sarcastic joke. And superpig, I read it and all, but it doesn't have to be super complex like Quake III or SOF2, since technology like that is expensive, and difficult to implement. A simple chat program that allows users to choose from a list of servers to chat on is sufficient enough to where I can understand what they did, learn from it, and try to modify it a little in my own code to use in my game. My game is not full blown 3D. It is a 2D fighting game that will have upto either 4 or 6 players or maybe more, depending on how I want it. So it won't be too complex at all.

Share this post


Link to post
Share on other sites
Well, you will first have to read a LOT. and then I mean a LOT.

Read all topics about synchronization at the multiplayer forum here @ gamedev. I've been there too, a few years ago.

Then, check out the multiplayer articles that are on the net:

Time synchronization between clients
dead reckoning
"what I learned from making xwings vs tie-fighter"
etc
I think I have a zipfile somewhere where I saved all the things I found 2 years ago, as a later reference. Maybe I can find it somewhere.

Then, read this carefully:

Design your game to be multiplayer. Don't do it as a bonus later. (Well, it seems that you plan to make it multiplayer only :))

Think carefully about synchronization, how many packets, how will I group stuff together, how will I interpolate positions between clients, how will I synchronize time betwene clients (who shot first!?))

And then start writing some code! :)

Also www.flipcode.com/networking used to be interested, if it still exists. (or /network)

hth,
ajoling

Share this post


Link to post
Share on other sites
Thanks for your help, and keep an eye out for that zip file. Might come in handy ;D

Also I posted a question on Gamma Correction for DirectX8 in quite a few sites' forums, but nobody is answering my question. I didn't think it would be that difficult for people. The post should be on page one of DirectX forums somewhere. I have some source code of what I did in there, but my problem is that it only does the gamma color of the whole screen and not the blit of my graphics. If you guys know how to work with Gamma correction, I would like to know what I did wrong in the code. It worked on DirectX7 for me, just don't know what I'm missing for DirectX8.

Share this post


Link to post
Share on other sites

This topic is 4808 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

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

Sign in to follow this