Networking
I have built a networking library that allows for threaded / non-threaded UDP / TCP connections. This library is fast stable and creates / destroys zero memory runtime. I am excited about this for our game as it will provide the foundation for communicating between multiple clients. I setup a test client that connected via udp to 255.255.255.255 (broadcast) that allows me and the other developers to chat with each other via the in game console. Yes a little side tracked from developing the game but a neat prototype that is entertaining for all.
5 Responses to “Networking”
April 16th, 2009 saat: 8:22 am
Nice work! I’ll have to do a cross post on this one
April 16th, 2009 saat: 9:48 am
Thanks, if you want me to post code examples or elaborate on about how I did this I will be more than happy to share. A quick high level is I create 3 buffers read, write, and read swap buffer. The read buffer fills during a read, then swap pointers to use the swap buffer as the read an the original read becomes the buffer used to pass data to the game. On the update, the network performs call backs casting a specific offset of the buffer to a pointer of a packet struct. To send data the API requires you to request a chunk of memory from the write buffer for you to use. This gets flushed every frame, or when the buffer is full.
April 30th, 2009 saat: 7:28 pm
Wonderfull…
April 3rd, 2010 saat: 4:22 am
Я извиняюсь, но, по-моему, Вы допускаете ошибку. Давайте обсудим. Пишите мне в PM, пообщаемся….
Главный инженер, Руководитель строительных объектов I am excited about this for our game as it will provide the foundation for communicating between …
April 15th, 2010 saat: 7:56 am
Я извиняюсь, но, по-моему, Вы не правы. Пишите мне в PM….
Сведение до минимума перегрузкиперевалки груза * Прием I am excited about this for our game as it will provide the foundation for communicating …
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