ogre and multiplayer?
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JohnBoyMan
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ogre and multiplayer?
Hello i have gone well into making a game now, and im wondering if maybe i should implement multiplayer before i get to deep into it. I don't know much about this, i do understand client server stuff. I know i would need a socket connection with a client server with ipv6 . How would this be done, any knowledge?
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jacmoe
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Re: ogre and multiplayer?
Yes, that would be a good idea.
You need to design it with it in mind from the very start.
You need to design it with it in mind from the very start.
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JohnBoyMan
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Re: ogre and multiplayer?
Ill do it.
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Mind Calamity
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Re: ogre and multiplayer?
It's nice to be optimistic, but it's not really that simple, I recommend reading a book, or some blog posts on multiplayer programming before starting off, it'll be better than just embarking on a long dark path without any guidance.JohnBoyMan wrote:Ill do it.
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- xavier
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SillySalmon
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Re: ogre and multiplayer?
One of the problems is that multiplayer is not just knowing a little something about sockets. The whole problem is much larger than just being able to send a packet over a connection. It quickly grows into creating a game, finding a game, joining it when players are behind firewalls and then choosing how to manage game objects.
The task is made easier by choosing the right language and for me the only good choice is C++. It gives you the flexibility to layout your class memory, so you can easily serialise it, while giving you high level code structure to make the programming code easier and type safe. Not to mention C++ performs much better than other similar high level languages and performance is something you need for networking, especially servers.
The task is made easier by choosing the right language and for me the only good choice is C++. It gives you the flexibility to layout your class memory, so you can easily serialise it, while giving you high level code structure to make the programming code easier and type safe. Not to mention C++ performs much better than other similar high level languages and performance is something you need for networking, especially servers.
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Mind Calamity
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Re: ogre and multiplayer?
<moderator>REMOVED QUOTE</moderator>
Yeah, and after all that's done you need to make the game logic "networkable", what I'm trying to say is, that communicating with NPCs for example, or interacting with players should be done on the server side, not on the client side, to ensure no cheating, and that every player connected sees what every other does.
Yeah, and after all that's done you need to make the game logic "networkable", what I'm trying to say is, that communicating with NPCs for example, or interacting with players should be done on the server side, not on the client side, to ensure no cheating, and that every player connected sees what every other does.
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Do you need help? What have you tried?
- xavier
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Do you need help? What have you tried?
- xavier
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HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
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JohnBoyMan
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Re: ogre and multiplayer?
HAHa
a long dark path
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Zonder
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Re: ogre and multiplayer?
it does depend on your game though don't forget starcraft that just simulated each player on each players machine and they just sent device input information. Every client has to be syncronised in that senario though and thats why lag in that game was a big nono.
you still would need game finding / joinging though with eithen that. But don't think that should necessarily be part of the main game transport that can be seperate.
you still would need game finding / joinging though with eithen that. But don't think that should necessarily be part of the main game transport that can be seperate.
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JohnBoyMan
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Re: ogre and multiplayer?
you said, starcraft sent device input information. I'm making a game like it. I'm curious as to where to start, alot of my game is in the frameRenderingQueued. Would i just have that outputted to the other computer's frameRenderingQueued? What type of io would i use.
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Zonder
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Re: ogre and multiplayer?
they way I would do this is by running my game logic x times for each player (think a computer AI controlling the other side but a player gives the actions) each player has a virtual device which recieved their controller input from the other machine instead of hooking into the local devices. so basically you abstract your game input system so it can recieve input from any source.JohnBoyMan wrote:you said, starcraft sent device input information. I'm making a game like it. I'm curious as to where to start, alot of my game is in the frameRenderingQueued. Would i just have that outputted to the other computer's frameRenderingQueued? What type of io would i use.
this isn't necessarily the best way I was just pointing out how other games have done it.
see this pdf I found http://web.cs.wpi.edu/~claypool/courses ... s/BT01.pdf
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