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      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.
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shocobenn

I would like some advices

3 posts in this topic

Hi ! Like a lot of people here i'm working on a game and I would like to add it a multiplayer part smile.png.

 

I looked the populars C++ libraries (Raknet, Ice, POCO) and the only one who is attracting me is eNet, because the 3 others have a lot of features that I don't want to use / I don't understand.

 

But I think that i'm going to make my own winsock server, so i'm going to ask some questions to see if I won't have to reinvent the wheel by doing this.

 

  1. What kinds of things should I add to a basic winsock server to have a minimum of security / efficiency?
  2. Is it really usefull to have such complete libraries like Ice, POCO and raknet for a game ?
  3. Is eNet already effective for a game or will I have to add security / packet management things ?

Thanks for your help.

Edited by shocobenn
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What kinds of things should I add to a basic winsock server to have a minimum of security / efficiency?


Security:
- Protection against protocol errors (avoid buffer overflows etc.)
- Proper authentication.
- Proper authorization.

Efficiency:
- Proper use of OS-level primitives, like I/O completion ports, or kpoll/epoll/whatever.

Is it really usefull to have such complete libraries like Ice, POCO and raknet for a game ?


Yes, in the same way it's useful to have a sound playback/effects engine instead of building your own sound system, and a graphics/rendering engine, instead of building your own rendering system.

Is eNet already effective for a game or will I have to add security / packet management things ?


eNet manages packets and does not, in itself, have buffer overflow vulnerabilities.

You will have to add authentication and authorization yourself, and you will have to make sure that your use of eNet does not introduce security vulnerabilities in your higher-level code.
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Thank you :) Then, I think  i'll use Boost.asio because I can easily find tutorials for this one.

 

Ice looks weird with its string commands...

And POCO slides are not really helpfull to start... If someone know which slide will teach me how to setup a stream / datagram connection, please say which one, I only see HTTP requests.

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Hi ! After a little work with Boost.asio here is what I can say about starting with it :

 

If you want to learn and practice low level networking :

 

You should use boost, which allow you to do basic networking stuff without care about the threads stuff. The tutorials and samples are really good to start and you'll be able to understand faster other libraries.

 

If you don't want to learn low level networking (You need to decode the header... the body...) and want to quickly setup your network :

 

Use raknet. You can find it on github here, and if you're an indie and your budget is less than 100K, raknet will stay free for you. You will be able to quickly make a chat with the RPC functions (that's magical !).

Edited by shocobenn
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