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About Kane_

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  1. Kane_

    UDP networking

    That's exactly what i wanted to know when i asked if i was missing something about how work UDP when the server respond to the client! I was not aware that routers and other network device managed that part by themselves.   I start to think that my main problem with this post was how i asked this question (i should really work my english more ><) and maybe also to not have tried it before asking to see if that worked by default...
  2. Kane_

    UDP networking

    Thank you for the directions frob and katharr :) That's why i said I have miniupnpc available in my library (MSYS2), i will take a look at it to see how it work and use it if needed. But first i will look at how connections stay established in UDP like you said, since i almost never used it i lack some knowledge about that part, for me UDP was just something that was sending packets to the designed IP/Port, and since there was no checking about reception. it was just simple not connected in any ways
  3. Kane_

    UDP networking

    I see, with the subject and this article and the network subject on Gaffer on Game i was thinking it was really something to be more concerned about that it seem.   Thanks for the explanation, and sorry for the return of the subject, i didn't search well enough on the forum apparently :(   I see, my error was to look at the protocol level instead of the IP one, thanks for pointing that to me.   With networking being my most worked on and prefered domain and my skills up to forging paquets and filtering (In progress for this one), it's harsh to hear, but i admit it's true, i still have a lot of work to do before being at a good level. But my goal was at least to understand how it is implemented and use a library to do the work, not writting it myself. But if i understand well what you have tell before, it's not something necesary to use for what i want to do
  4. Hello, After some times of research about network and TCP vs UDP for games (and in general). I started to understand that UDP have a lot of advantages over TCP for some points. But two questions stay unanswered for me at this time, maybe you have them?   My first question is mostly oriented around this article, it explain that using TCP and UDP at the same time is not a good idea because it increase the loss of UDP paquets because TCP tend to use all the network available for himself. The thing i didn't find however is what is concerned by this problem? Is it for the whole computer (so, the subject is mostly a failure since every server have almost always one TCP connexion active), or is it by application? And so the problem is more manageable.   The other question is about the UDP liaison and how to manage it programatically, if you are in a subnetwork and start a TCP connexion, there is no problem with the server responses since the connexion is already open and active, it can just use it. But in the case of UDP, how did that work? There is no alive connexions, so if the server respond it is possible that it just can't reach the player in his subnetwork, of course that can be fixed with some router configuration done by the player, but that's not ideal, or have i missed something about how UDP work? I was thinking about using uPnP for that, but i'm not sure how to use it. Did some of you have some experiences with UDP C/C++ sockets and it's use behind a router/in a subnet?
  5. Kane_

    Not all gamed have graphics...

    Any game using a client/server model respond to that criteria, all the game logic and calculation is usually done on the server side and the client is just a "controller" with a screen on it.
  6. Kane_

    Literature for a Beginner

    If you aim for C++, maybe one of the few book on SFML may be interesting for you: 1, 2, 3, 4. (they all have a preview, take a quick look to see if that fit your requirements)   They all go from basics up to some games how-to and talk about the SFML (obvious with these title, isn't it?) which is a nice 2D all-in-one game library that provide all the tools need to make everything you can imagine and probably more.   You also have free / donation documentation available almost everywhere, like the Game Programming Pattern website (were you can buy a paper version of the book) that I have discovered while browsing GDNET, a lot of Youtube tutorials that you can find easily the playlists with few keywords (handmade hero is talked about a lot here actually), or if you want something more teaching oriented probably some MOOC can respond to that. You also have the Humble Book bundle (and sometime the Humble Bundle itself) that often provide a collection of documentation about how to make game in differents language or with differents tools/game engine.
  7. What can I say after already 3 day and one week-end of trying... C++ is not as easy to handle as I imagined it with my background! The next weeks promise to be full of fun! I expected to have at least all initialization writted and operational (GLFW+GL3W in a class, lbsndfile/OpenAL in another) before the end of the week-end, but it's more difficult that I imagined, globally that work, but my current problem is to set GLFW and it's callback functions in my Display object. I understand that the function need to be static to be able to be registred, But it seem i'm not able to write that correctly for now. But at least I can continue by keeping them out of the class for now. I can always improve the code later.
  8.           Thanks! Having fun is the basics for everything I work on! I am not worried about that part ^_^   But I admit that the 5 week part is a little short, but it's not my first project with all theses tools (except Freetype that I only know by name and function), so it's not completly a blind try, that's why I believe on at least a small success with that attempt. And my goal is "only" to be ready for the Ludum Dare, with my speciality (globally 50% of the 4 games I have done and 100% of the released one, even if it was just other Ludum Dare games) being working on and making (or trying to) roguelikes game, just having a screen that can display Freetype/Bitmap fonts, color and move them is a win for me because I will have enough to make something of it. Sound isn't even included in the success condition, but I expect to be able to do more than that!             I work mostly under windows, but sometime switch to a linux environment, at least to try compiling it since I want portable game if possible, that's the reason why I never really use visual studio, but with Visual Studio Code emerging and being portable I imagine at least this one can be an option. While setting up a fresh and clean environment for this project today i have tried some coding under Eclipse for C/C++, it was not that bad and slow as I recalled it, I almost liked using it with it's autocompletion feature for included class/libraries or member function (honestly, the only feature that may be able to make me quit Notepad++ for one), I am just sad I didn't succeeded to make it work for basic types or non class / namespaced functions.   For this week-end I think I will give a try to VS:Code and maybe again Code::Block if they provide that feature the way I want it and use easily my setup of MinGW. And work on a base code for at least initialize and release everything properly. And maybe display a window if the first part goes well.
  9. Hello everybody !   After a long time of hesitations, trying and experimentations, I finally decided where to go for my choice of tools and set my next goal.   - C++11/14 will be my language of choice. Mostly because I want to know it better, I only have a good level with C (it's just my prefered language, so I spent years on it) and Java (because of work obligation), but the C++ immenseness resist me for now, that's a good reason to learn it more deeply. I have both last Stroustrup books and Internet as guide, if they work as good as the K&R worked for me in C I can only improve in it \o/   - OpenGL 3.3+ will be my choice for the graphics part, because even if it's not so simple to use compared to SDL or SFML, but I just find it more appealing and love the possibilities it offer for 2D, 3D, lightning and just in general. Even if I admit that I am far from good with it since I only learned OpenGL 1.0 at University and just fiddle with the modern version on my spare time. I am sad I didn't have book on it, but docs.gl and the official references page look good for a start. But I am open for all kind of documentation and tutorals that you can share with me!   - OpenGL will be wrapped with GLFW + GL3W (and GLM?) to manage the windows, and I think Freetype will be added to manage the 2D text printing on the game UI, that or a bitmap font, I am still hesitating, what are your suggestions for this?   - OpenAL with libsndfile will take care of the sounds and music since I almost made a small audio engine with them, that may not be too difficult to adapt my old code in a class and use it almost as is.   And I think that's all, since I plan to only work with 2D for now I don't really feel the need to search for a physics engine other than a small handmade one.   For the coding and compilation itself I will stay with my usual Notepad++/MSYS64 (g++ 6.3) on Windows 7 Using a complete IDE may be an improvement, but I am so used to this set that I seem to don't find any that please me or is as quick to load/use than a text editor (even if I admit that having one that give me auto-completion based on the files I include may just be great to have... But that wish come from my use of Java/Eclipse at work, maybe should I try C++/Eclipse one day? But I find it slow...)     What do you think of this setup? Is it correct for you? Or do you think I forget something? With all of that, my goal is to learn and work with the tools as much as I can until the next Ludum Dare arrive and apply to it. That leave me something like 5 weeks to learn how to use and merge everything into some simples games (maybe using the journal to list what is done and need to be learn/done is an idea?). But it's been so long since I have not worked on anything that I am a little lost with all of this around me. And I wanted to ask you if you may be have some advices, directions, guides, tutorials, really anything to guide me from nothing to my goal? Knowing that the biggest threat for me reaching it is the time since I have only 1 or 2h/day and the weekends available to work on that project.   Thanks for you time and advices! I hope my text is not too bad, english is not really my native language            
  10. As a beginner with more or less the same issues, I can give you the same advice I received about that, it's simple, have only a few words and have been proven (at least for me) to be effective:   Do games Jam!   The Ludum Dare, #1GAM, etc... Just any "competition" that can catch your interest, why? Here are few reasons: First you have a real time constraint, so you are forced to make choice about when to stop tweaking your code if you want to finish you entry in time. You will have an opportunity to see others using the same tools as you and how they work with it. Ideally, each finished Jam will give you a completed and working game that will help you to feel more accomplished for having released one/some/plenty of games. Between the Jam, you will have time to still work, polish and improve your tools, skills and eventually engine. Each of those Jam done will serve as a step that you may to use to monitor your progression.   To help you you just have to add one rule to the ones of the differents Jam, one that is sometime listed in them, one finished, you can give you a few day, even a week to work on your project again, but just for fixing gameplay issues. After that, you have to consider it done, never working on it again, and pass to another of your project.   I don't know why I have not seen this option proposed here before, maybe it's not so interesting and I don't actually see why? But when I think about it, that seem like a good choice, that I myself need to follow more often to help me advance.
  11.   I'm sorry for the lack of feedback up until now, with my lack of free time theses day and some health issues I didn't go very far in it. I'm just at 9% of the course (chapters 1 to 3 done). So far it's interesting, some sound balancing issues, but the content itself is good and well presented. The only negative point I see for now is in the presentation of the course - but maybe it's for the demonstration and don't show the real content of it, I'm just at the start of the course after all, so it's not to take to seriously for now - It's the fact that the presentation ask us to know the basis of C++, at this point we are warned for it, that's great, but it don't tell anything about our base knowledge in SDL, and since most of the functions are thrown without any real explanations of them, I start to think that the course also requiert some experiences with it. Adding a notice about that may be a good point in the course description.   But like I said it's my opinion after only 3 out of 17 chapters, so it may be like that just as an introduction/setup thing. I will tell more after a few more hours in it!
  12. Kane_

    the best engine for top down game

    Without programmation it's a little aimed only for RPG type game, but to complete Spidi message, you also have RPG Maker that is easy to understand and use without any need of programming. With the advantage that every version under the last are pretty cheap to buy usually, or often on sale on the Humble Store (like now)
  13. Kane_

    What are you working on?

      Thank you for the encouragements! :) That's my hopes for the future! But i'm working myself on gamedev seriously since ~2012, and I only have some prototype and a few Ludum Dare! That's not much for 5 years :(
  14. Kane_

    What are you working on?

    That's a lot of impressive work! As a hobbyist who want to get into the game industry in a few years, I feel really small next to you!   For my part, I currently experiment with engines and libraries to find the ones I feel good working with. With the goal to make a set of simple shooter/plateformer/roguelike/other with them until I handle them well before attacking my "real" RPG project. But since everything is actually only written on notebook, I don't really have something to show about it...
  15. I always wanted to try an online course since I learned about them. Thanks to you, it's now done and I'm registred! Thanks for your announcements :)
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