• 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
tonemgub

Question: Multiplayer fps game with Directx (UDP)

4 posts in this topic

Hi,

 

I have been recently coding a basic directx11/c++ FPS game where player can walk on a simple terrain.

 

I want to start implementing simple multiplayer functionality, my game will be two(or more) players join to server and shoot each other until someone wins the game. Yeah very basic I know.

 

I have couple of questions:

 

- Are there simple tutorials/example of how to handle packages/connection/data via UDP so I can sync player positions and some other simple data between players? Maybe some very simple fps skeleton of game would be best to learn from.

 

- How should I implement the server, I'm thinking I could setup my own domain and run server on it. Any ideas how to have player join to this server from their clients and then join to some "room" where they are in the same game?

- OR, if this is very hard to implement, I could connect players directly from clients.

 

- I know it is not easy to implement this, but Im patient and want to learn it!

 

 

Thanks,

tone

0

Share this post


Link to post
Share on other sites

- Don't do it yourself if you have no experience. Use Enet, or some other library. Start slow with basic sandboxes (sending / receiving messages, see what goes on).

- do a LAN prototype first, then you can think of internet play. 

 

 If you want to learn about multiplayer gaming, and basic communication (UDP / TCP, sockets), Look these up smile.png 

 

First two are ok for beginners, rest is quite advanced. So tread lightly. 

 

Beej's Guide to Network Programming

http://gafferongames.com/

Source Multiplayer Networking

QUAKE 3 SOURCE CODE REVIEW: NETWORK MODEL
0

Share this post


Link to post
Share on other sites

It's no big deal these days. You can set up your own lobby server with a 100dollar box (or whatever computer you can leave on 24/7) connected to your regular internet connection via dynamic DNS services (they exist even for free still, like no-ip.com). Then do some NAT punch through (you handshake both parties), send some messages and presto.

 

To send and receive messages you need to set up some kind of software routing.

Edited by jbadams
Restored post contents from history.
0

Share this post


Link to post
Share on other sites

I would recommend you to stay away from NAT punch through in the beginning. It can be hell, and some times even impossible (in which case you need a proxy server to relay messages through). NAT punch through is not a must for a game, in fact a lot of games don't use it. As long as the server port is open to the internet (or LAN if you're playing on LAN) you don't need to worry about it. In other words just make sure to forward the port in your router/firewall.

 

NAT punch through is a good thing to include, but it is only a part of the initialization if the server is behind a firewall, and you should not worry about that yet. Focus on getting the game play working first

 

As papalazaru says, test it on LAN - or localhost first, before taking it online. If you are comfortable with writing and reading from byte arrays, doing networking from scratch is not that much of a hassle - imho.

Edited by VildNinja
0

Share this post


Link to post
Share on other sites
NAT punch through is necessary when you allow players to host games/servers on their own. If you host the server, it's not necessary.

I agree with the others -- use an existing library. The choices are usually Enet if you want a low-level library, or RakNet if you want a slightly-higher-level library.
0

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