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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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About hsine

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  1. what will happen if connecting to a connected peer     connect for 1th time C--------------------------------------------<CONNECTED>----------------------------------->S: got                                                                                                                                 got [ID_CONNECTION_REQUEST_ACCEPTED]                                                           [ID_NEW_INCOMING_CONNECTION] ok , c-to-s connection is established! what will happend if i connect from C to S again ? m_Client->Connect(..........); what message id will get in C and S site ? and what will cause this messageID to be repied : ID_ALREADY_CONNECTED:
  2. once a client send broadcast to all host server in a same subnet, how can servers recevice the broadcast infomation and make reply to the client  who has send the broadcast?   client : ----------------------------------------------------------------   void scan_servers_by_send_broadcast() { ENETAddress address;     address.host = ENET_HOST_BROADCAST;     address.port = BROADCAST_PORT ENETSocket socket = ENET_socket_create(ENET_SOCKET_TYPE_DATAGRAM); ENET_socket_set_option(socket,ENET_SOCKOPT_NONBLOCK,1); ENET_socket_set_option(socket,ENET_SOCKOPT_BROADCAST,1); ENET_socket_send(socket,address,&broadcast_buf,1); ENET_socket_destroy(socket); }     servers: ------------------------------------------------------------- [Q: How can a server received broadcast information and tell client its ip address ?]     ENETSocket socket = ENET_socket_create(ENET_SOCKET_TYPE_DATAGRAM); ENET_socket_set_option(socket,ENET_SOCKOPT_NONBLOCK,1); ENET_socket_set_option(socket,ENET_SOCKOPT_REUSEADDR,1); ENET_socket_set_option(socket,ENET_SOCKOPT_BROADCAST,1); ENETAddress serv_addr;     serv_addr.host=ENET_HOST_ANY;     serv_addr.port=BROADCAST_PORT;      // IS THIS RIGHT? ENET_socket_bind(socket,&serv_addr); ...........   I DON'T KNOW WHAT SHOULD DO AFTER BINDING,,,,,  HELP ME PLEASE ,THANKS/...   any more, does BROADCAST_PORT shold be different from the SERVER_MAIN_SERVICE_PORT ?  
  3. in my project requires to listening about 3 port at same time for difference busniess , but for enet demo code: once i established a server by ENetHost* create server(int port){ ENetAddress* addr; addr->host=..... addr->port=port; server=p2udp_host_create(&serv_addr,MAX_CLIENT_LINKS,MAX_CHANNEL_SET,0,0); ???? return server; } than i call this function 3 times so i got about 3 server instance with 3 different ports, but only 1 port can handle events which was first made.   so the question is how can i handle the message events for all of 3 ports because event handling  procedure is in located a while loop just like:       service_event_handle(ENetHost* server) { ENETEVENET event; while(1){ switch(.....){ } } } when i pass the params server1 create by , it just traped in loop without ending conditions    i wonder how can i  jump the loop do handle evnets for another 2 port   ,
  4. after i  fix the code ,but  i still can't send struct to remote server ? why ?
  5. client code like this :   [code]    typedef struct _T{         int id;         char* testdata;     }T, *PT;     PT pt;     memset(pt,0,sizeof(&pt));     pt->id=1;     pt->testdata="test datya";     char pack[128];     memcpy(&pack,pt,sizeof(&pt));    ////////////////////////////  pack got nothing???     ENetPacket *packet=enet_packet_create((const void*)&pack,128,ENET_PACKET_FLAG_RELIABLE);     if(NULL == packet){         fprintf(stderr,"create packet with error\n");         exit(EXIT_FAILURE);     }       enet_peer_send(peer,0,packet);       enet_host_flush(client); [/code]   but the server can';t  get anything ...? what wrong with it?
  6. post my code first  please help me to point out where is wrong?   client code : [code] int send_to_peer(ENETHost* client, ENETPeer *peer) {    i     ENETPacket *packet=ENET_packet_create(NULL,128,ENET_PACKET_FLAG_RELIABLE);     if(NULL == packet){         fprintf(stderr,"create packet with error\n");         exit(EXIT_FAILURE);     }     char* d="client say";     strncpy(&packet->data,d,strlen(d));     ENET_peer_send(peer,1,packet);     // ENET_host_broadcast(client,1,packet);     // send data out     ENET_host_flush(client);       // close connection     ENET_peer_disconnect(peer,0);       // wait for close with success     ENETEvent event;       while(ENET_host_service(client,&event,3000)>0){         switch(event.type){         case ENET_EVENT_TYPE_NONE:             break;         case ENET_EVENT_TYPE_RECEIVE:             ENET_packet_destroy(packet);             break;         case ENET_EVENT_TYPE_DISCONNECT:             printf("has disconnected\n");             ENET_destruct();             exit(EXIT_SUCCESS);             break;         }     }       // force to close socket if unsuccess     ENET_peer_reset(peer);     printf("force disconnected\n");       ENET_destruct(); } [/code]     SERVER: [code] int start_daemon_services(ENETHost* server) {     ENETEvent event;       while(1){         while(ENET_host_service(server,&event,5000)>0){             switch(event.type){             case ENET_EVENT_TYPE_NONE:                   break;             case ENET_EVENT_TYPE_CONNECT:                printf("a new client has connected,remote host address is:  %s:%u\n",                         inet_ntoa(*(struct in_addr*)&event.peer->address.host),                         event.peer->address.port);                 event.peer->data="incoming client";                 break;             case ENET_EVENT_TYPE_RECEIVE:                 printf("received package from %s\n on channel %u\tpacket size:%u\tpacket content:%s\n",                        event.peer->data,                        event.peer->connectID,                        event.packet->dataLength,                        event.packet->data);                 //do with package                   //destroty it                 ENET_packet_destroy(event.packet);                 break;             case ENET_EVENT_TYPE_DISCONNECT:                 break;             default:                 break;             }         }     }     //reset all peers connected to server     ENET_host_destroy(server); } [/code]
  7. in my project has a requirement to send a big file(about 1G or so)  between peer to peer(such as from server to client to server to server or client to server), i wonder if enet netlib can make it and given a perfect effect ? any one who have done somthing like this before  ? please give me som e suggestions   thanks..