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rpg_code_master

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About rpg_code_master

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  1. rpg_code_master

    C# - Sending and Receiving using the same TCPClient

    That seems to fix the issue. I guess having a blocking read on one thread and then using the same NetworkStream on another thread was causing issues. I ended up using NetworkStream.BeginRead and NetworkStream.EndRead. (For anybody in the future that has this issue, the (hopefully) working code can be found at: http://code.google.com/p/rpgx/source/browse/trunk/RPGX.Server/Game/GameClient.cs and http://code.google.com/p/rpgx/source/browse/trunk/RPGXEngine/Networking/MessageReader.cs. Revision 25 contains the code refereed to here) Thank you all very much for your kind help, Richard Hughes
  2. rpg_code_master

    C# - Sending and Receiving using the same TCPClient

    Thanks for that. I removed the close after writing to the stream and now I have a different error - progress though. How would you both read and write in the same thread? I thought that when reading, it blocks the current thread? Thanks for your help so far, Richard Hughes
  3. Hello All I am using C# 4 and XNA. I am a bit new to TCP network programming. I have a client and a server. The client can send successfully to the server, but I have am having trouble sending from the server to the client. My question is, using the same TCPClient object, can you both send and receive using it? If I have a loop waiting for messages in one thread and then in another thread I use the same tcp object to send, is this proper? I am guessing not as it does not seem to be working for me. The relevant is hosted in Google Code here (it's only small): http://code.google.com/p/rpgx/source/browse/trunk/RPGX.Server/Game/GameClient.cs Thank you all very much for your help, Richard Hughes
  4. rpg_code_master

    Torque Book

    I've been poking around TGE now a little bit over the past two days. It does look quite nice. The source code is clean, very well commented and nicely projected(??) out. It takes a good 3/4 minutes to compile on my system from rebuild which is a bit of a downer, so I better watch out for not doing that to much. The book I ordered on Torque is still due to come, so I don't want to go too far into the engine by myself when I have a book coming that is going to tell me all about it. But I have done what any programmer I'm sure would do, and that is just step through the code to see what it is doing. There is a lot of profiling code, which will defiantly come in handy for performance debugging. There is good use of singletons, objects etc... which I like to see. One thing though which I am a little concerned about, is that it looks as though you have the client code and the server code in the same EXE, not DLL, but EXE. I'm not yet sure if this is a bad thing or a good thing as I haven't really looked too far into it. I am worried mainly because the server build will be full of unneeded code. But then things like the rendering code being available to the server would present a nice opportunity to create a pretty server control panel which I know will come in handy. If all else fails, I'll just alter the engine to work in separate Client and Server DLLs. There are a lot of tutorial projects that come with the engine, such as a starter FPS project and a start Racing game project. I haven't looked at these much yet but they do look interesting. The builds they product are of good quality and they seem useful, so I'm happy.
  5. rpg_code_master

    No pain, no gain...

    Um, ouch! Was there much mess?
  6. rpg_code_master

    The Monster Mash

    That's a whole lotta monsters. It really brings me back to my old DOOM days, no sleep and a lot of nightmares! Have you a binary to test or not quite yet?
  7. rpg_code_master

    Parallax Occlusion Again

    Wow, it's an amazing thing parallax. Your video shows it nicely. How does it look as the plane becomes more 'flat to the camera'?
  8. rpg_code_master

    Level 5 boss...soon

    Yeah, C# as a language is easy squeasy. You should concentrate a lot more on the actual .NET framework though, as this really makes or breaks the C#/VB .NET etc... programmer. I would suggest mastering 1.1 and peaking into 2.0, as most companies use 1.1 at the moment. But then, if you don't care about the career aspect of it, go 2.0 all the way! Its awesome [smile] TIP: Use System.Text.StringBuilder instead of concatenating strings with '+'. IE // Use this System.Text.StringBuilder builder = new StringBuilder(); builder.Append("Line1\n"); builder.Append("Line2\n"); string myString = builder.ToString(); // rather than string myString = "Line1\n"; myString += "Line2\n"; This is purely because System.Text.StringBuilder is far faster than the native string concatenation.
  9. rpg_code_master

    56k is sloooooowwwww

    Eep! I feel for you. I had no internet for about 2 months only a fornight or two ago. That's even worse than 56k! Roll on Wednesday!!
  10. rpg_code_master

    Just baught Torque

    I don't think there is a free trial as you get the full C++ source code when you get the license. You can only download a demo of what the engine is capable of. Of hearing my friends' testimonials, it does seem really interesting. Beware though, it is NOT x64 friendly! I am having to install a whole new x86 installation of Win32 just for Torque. While good in that all my hardware now works and I get to use Torque, it's taken up all of my day.
  11. rpg_code_master

    Just baught Torque

    I have just this minute purchased an 'indie' license to the Torque Game Engine. I must say it defiantly looks interesting. Annoyingly though I must say, I'm at work and hence cannot play with it for another ~6/7 hours @_@ Hopefully, all will go well with it. I have ordered the book on 'The game programmer's guide to Torque' and that should come within the next 2/3 days. Have any of you used Torque at all? How have you found it?
  12. rpg_code_master

    Still alive, I killed the terrists.

    It all looks totally awesome to me. I'm starting plain GBA programming, so I'm kind of interested in your project. On a side note though, is it me, or is that Zelda map a wee bit FUBARd?
  13. rpg_code_master

    Battle Engine to be on GBA

    Hello The battle engine I must say is moving along much better than I expected. Adding features is far more trivial than I had originally thought. It shows that a good, solid set of base code is definitely worth the effort. The GDS has build 3 at the time of this writing. That has some nice features such as the Cure spell for the good team and better AI for the bad. In build 4, expect you character face on the Battle Information Bar as well as some other nice features and more spells! Build 5 will host items. Finally, a cure for that dreaded poison [smile]. Possibly, I may also start to introduce an actual game architecture. This will include menus and a real purpose to the battling. Feel free to lend a hand for an o-so-great story line to a game like this. Other news is that I have decided to have the game run on all home brew consoles. This may sound like an arduous task, I am agree with you. So I am going to start with porting to one console at a time. The first being, as I am sure you have guessed, the GBA. Googling has resulted in a nice dev kit I will use. This is called the 'HAM' Dev Kit. It is hosted here. It seems nice to work with, and depending on how the port goes, I may purchase the licence. Getting art and audio help for this project is going a bit rocky. But that I expected. I am seriously impressed though at the number of audio guys on the Help Wanted forum. So I cannot say that I will be short in that area. Art though is a bit of a problem. Do any of you know of any good sites where I may be able to pick up an artist that will be willing to help? If so, thanks! Personally, I just got myself a nice purty Sony Ericsson W800i. It's very nice. Radio, MP3, blue tooth. It's miles better than the K500i which I had previously. But on that note, it be bed time. Ciao!
  14. rpg_code_master

    Kicking off the New Year

    Cool screens. They look putry [smile] Are the backgrounds dynamic or static?
  15. rpg_code_master

    Battle Engine

    *makes Chocobo squawk* <(^_^)> Yay, thank you!
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