• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Some winsock questions...

1 post in this topic

Hi, first of all, i apologize in advance if my questions aren't very clear, so i'll do my best. I've done some networking in the past using c++, so i just want to point out that im not a noob just starting out, but i got some questions that i wanted to ask for a little while now.


1-There's 3 way i know of to work with sockets, blocking, non-blocking, and windows messages, but they seem to be all intermingle altogether. I mean, i would really like to see a good tutorial explaining each of these case in a clear manner but can't seem to find any. In fact, i got all of these to work in different project, but often, by lengthy trial and error, until it worked, leaving me a bit confused now that i haven't done some for a while.


2-One of my project is a program similar to VNC, letting me control the computer of another person, once the other accept the connection. It work flawlessly, i can do whatever i want with it, but somehow i had to use some kind of syncronisation for it to work properly, especially in the screenshot part, let me explain.


-The client send a screenshot request to the server


-The server generate and send the screenshot to the client, but wait for another request before processing the next one


-The client recieve the screenshot, and the process repeat itself until the connection is closed


I had to do it this way otherwise the server would literally flood it's tcp windows and ran out of virtual memory, because the clien wasn't able to receive the data fast enough. In the task manager, the size of the swap file would go higher and higher until the server crashed. So the question is, am i doing it the right way with the current algoritm above, or am i doing it wrong, because it dosen't seem to be the most effective way of doing it, but it work.


Note: Im using asyncronous sockets with manual pooling in this project (ie: without using windows messages). I would like to post the code, but the program is huge, couple thousands lines of code... and multithreaded, i don't think it would be usefull.


Hope i've been clear enough.



Edited by jbadams
Restored post contents from history.

Share this post

Link to post
Share on other sites
If you drive up your memory usage, then you are buffering too much somewhere. Typically, that will not be in the TCP stack itself, because that has a limited buffer size, and will start blocking when you fill it up; typically, those kinds of growing queues live at the application layer.

Share this post

Link to post
Share on other sites

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  
Followers 0