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Keith_C

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About Keith_C

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  1. Hello, I am fairly new to the world of game development, but I have made a few simple games. So I thought it might be fun to make a networked game, and perhaps even fully flesh out to a high quality product. So guess I will start out by saying what kind of game I wish to make, and that is a online customizable card game. I would like the client to run android/ios/linux/windows/mac or extremely cross platform. I have yet really code anything up and I am primarily in my research phases. So I mainly have questions, and particularly about the design and common implementation of networked games.   I will say I want my server run/compile on both windows and Linux. However, I am not sure if this would be best use of my development time as I could just design the server to run on Linux. I have looked at the system socket calls of most nix systems and windows. There appears to be a fair amount of overlap so writing a cross platform socket implementation/wrapper does not appear to be hard. (But I know when it comes to porting the devil is in the fine details, like structs may be laid out differently ect...). I am also afraid if a I write a wrapper it may lead to some bugs I would be unaware about as I have not done a ton socket programming. I could also use a library, but I am not fan libraries, unless it is something I can easily replace it with another library if one is a problem.   So the second area I started looking at what was kind of protocol I should be using. After reading a bit about sockets and TCP/UDP I concluded for the type of game I developing TCP should be fine as it does not have time critical/real-time responses as a FPS shooter might. However when it comes to sending data what are generally the best ways to structure the data. Like a fixed size packet of data or flexible sized or something else. This also lead in the tangent of security and encryption   Lastly, I have looked into what I should be using for a database. I could use something like simple text files or even binary files to save space, and kind of would like too, but I am unsure how could I make that scale to using multiple servers unless they shared a file system. I could have files memory mapped to allow concurrent access. I am not even sure I should be worried about using multiple servers, but I could use something like MySQL for my database, but then again that is something I am unfamiliar with. What is the standard go to method for game servers database Google gave me a lot answers to just using the standard databases suites or noSQL or just rolling your own?  
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