01-29-2007, 11:03 PM,
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joevenzon
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Posts: 2,679
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We actually don't have anything that needs reliable UDP yet... the current problems are due to the multiplay architecture & code (as opposed to the lower level network code). However, in the future we'll probably need this, and it might simplify the network code, so it's a good find. The documentation is sparse, just the README that comes with the package, but it's a long README, at least. :-)
Now, go find us a better sound library....
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01-30-2007, 08:07 AM,
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Nigo
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Posts: 118
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Joined: Jun 2006
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it doesn't say anything about win32
there is this one as well (with a proper Doxygen doc) http://enet.cubik.org/ and that does work on Unix/Win32
(remainder : I claim that we DO need a proper network library )
PS : I tried Enet this afternoon and it now works beautifully
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01-30-2007, 03:06 PM,
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thelusiv
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Posts: 2,346
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Enet is interesting, looks like it was used in the open source game Cube. I didn't realize Grapple didn't work on Windows, but this looks like perhaps it's a little further along in development anyway, so that is indeed a better option. It also seems to provide the same basic features.
Joe, are you sure the problems are all just the multiplayer code? Even so, I think maybe we should go ahead and switch over to a library like this, since as you say we'll probably want to eventually.
Nigo, if you want to work on setting this up with VDrift I'm happy to give you SVN commit access.
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01-31-2007, 06:40 AM,
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Nigo
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Posts: 118
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thelusiv Wrote:Nigo, if you want to work on setting this up with VDrift I'm happy to give you SVN commit access. the problem is I don't have Internet at home right now... I´m working on it :lol:
beside, changing from SDL_net to Enet won't resolve anything it itself, the multiplayer has to be rewritten almost from scratch. I´m thinking about it, I´ll let you know :wink:
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02-01-2007, 08:00 AM,
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Nigo
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Posts: 118
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the thing is that I'm not interested (and I don't understand) much about multiplayer, that is, how informations are interpreted, what about collisions stuffs and so on...
I'd like to stay focused on the network engine with some QoS features, but of course it's hard because they need to communicate closely
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