Camm's Forum Posts

  • [quote:1ivsz6n8]I'm actually implementing some kind of basic protocol to make things transparent for the user. Joining, Leaving and Sending strings to the server is already working and i'm looking forward other basic functions like changing nickname, changing room name, sending colors or object coords and values, all things that can be done using basic string sending and string manipulation but that will make life much easier for all and i think are more in line with the philosophy of a tool like Construct.

    This sounds absolutely awesome MK ... Bring it on!

  • Having examined the Hawk documentation further, here is my first question MK:

    Are you planning to implement a higher level layer that manipulates the library through construct, or are you looking to simply allow construct to use the library as is?

    I ask the question, because Hawk has fairly low level socket manipulation.

    Of course, I am only looking at the Hawk documentation for the first time and a bit of feed back from a more experienced Hawk user would be good <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • I have just spent some time looking over the Hawk network library

    http://www.hawksoft.com/hawknl/

    From what I can see it looks very good <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> especially considering there are no licensing issues.

    I will certainly be very interested in your progress MK, and if you need any input, I am most willing.

    I am starting to get excited about all of this <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

  • Nice work! It is great fun to play with 2 players <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • That is a great demo <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    The physics engine sure has some potential.

    If it was being used for a super mario type 2d platformer, is is possible to stop the player from bouncing as they land?

  • Well if you are going to Use Raknet, which is a UDP library, you are going to need some way to send guaranteed packets (for somethings and non-guaranteed for others). My concern was that because Raknet is a UDP library that it would not have a way to send guaranteed packets ... however it does.

    This is a good thing, if you are going to use Raknet.

    I am all for using TCP for guaranteed packets though if you are going to include that in the plugin.

  • I have also been investigating the UDP issue. I mentioned earlier that UDP is fast but less reliable than TCP (and Raknet is a UDP library).

    However, I have investigated further and it appears they have solved this issue. Here is a quote from the Raknet documentation:

    [quote:1ctdgbnt]Unreliable

    Unreliable packets are sent by straight UDP. They may arrive out of order, or not at all. This is best for data that is unimportant, or data that you send very frequently so even if some packets are missed newer packets will compensate.

    Advantages - These packets don't need to be acknowledged by the network, saving the size of a UDP header in acknowlegement (about 50 bytes or so). The savings can really add up.

    Disadvantages - No packet ordering, packets may never arrive, these packets are the first to get dropped if the send buffer is full.

    Reliable

    Reliable packets are UDP packets monitored by a reliablilty layer to ensure they arrive at the destination.

    Advantages - You know the packet will get there. Eventually...

    Disadvantages - Retransmissions and acknowlegements can add significant bandwidth requirements. Packets may arrive very late if the network is busy. No packet ordering.

    There are also options for packet sequencing, so packets arrive in the right order.

    All in all, I think this is a good fast solution, especially in terms of development time required.

    My only issue is the licensing, but hey, things cost money <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • The Raknet license is a single application license. It means that you have to pay $100 for each game that you release commercially.

    Having thought about it, there is a considerable amount of time between the release of each commercial game, which would not be a problem.

    I agree that if nothing else is done, then a Raknet plugin is a great idea, as we don't want Ashley spending all his time on a network plugin. (ah time ... the most difficult of luxuries to aquire).

  • I am not a fan of the license issue with Raknet. Also Raknet is a UDP solution, which is a non-guaranteed protocol. I would be more in favor of using TCP (as it is guaranteed). Of course the plugin could have UDP also. However, I think TCP is a must.

  • Yes, Raknet has an excellent reputation, but I think the license for Raknet is a problem.

  • I guess what it comes down to is if you can afford it or not.

    If you can't afford it, I am sure you can find a mother board that supports AGP and PCI Express.

    If you can afford it then go for it <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • Good news Ashley, I know all about trying to work out someone else's code <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" />

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  • Yes the animation needs work.

  • The big problem with that other application, was that although making the client was great, creating the server was a problem. It was extremely unstable.

    So what needs to happen is the ability to create a stable server and client from within Construct.

    I look forward to what happens with the online solution for Construct <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • What plans are there for Online/Networking functionality?

    I am sure there are many things higher on the priority list at this time.

    So perhaps with the release of the Plugin SDK, something could be done by a 3rd party.

    Anyone feeling inspired out the <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />