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#1 Ryancode

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Posted 18 October 2008 - 04:29 PM

Hello im Ryan owner of Ryan Studios Game design,

Im looking for someone who can give me some detail on adding a decent mp to a game

#2 Sol_HSA

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Posted 19 October 2008 - 09:12 AM

Since "mp" may mean several different things (http://acronyms.thef...tionary.com/MP), I'll just go ahead and assume you mean "multi player"..

Short answer: It depends on what kind of a game you're talking about.
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#3 Anddos

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Posted 19 October 2008 - 01:01 PM

using winsock can add mp just cast the floats to chars

#4 Ryancode

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Posted 19 October 2008 - 06:07 PM

Yes i was meaning Multiplayer sorry.

And any more information you could tell me about this?

And its for a Game im working on at the moment and i was looking for a multiplayer which can cope with up to say 50 people? any ideas?

#5 Sol_HSA

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Posted 19 October 2008 - 06:51 PM

Ryancode said:

And its for a Game im working on at the moment and i was looking for a multiplayer which can cope with up to say 50 people? any ideas?
That isn't saying much. You can easily make a game that copes 50 people, assuming each of them only makes one "move" in, say, once every few minutes or so.

Do a search on gamasutra on networked games; there's several pretty good articles there.
http://iki.fi/sol - my schtuphh

#6 alphadog

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Posted 20 October 2008 - 04:20 PM

Ryancode said:

Hello im Ryan owner of Ryan Studios Game design,

Hi, Ryan Owner Of Ryan Studios Game Design... :)

Ryancode said:

Im looking for someone who can give me some detail on adding a decent mp to a game

Assuming you know nothing about getting a game networked, you have two general levels to address: low-level (nearer to metal) and high level (design/architecture level).

For the low-level part, your best option would be to use a game networking library, either to plug into your existing project, or to see how others do it and write your own. These libraries would have tutorials and docs that would help you understand how to integrate. The common ones are: eNet, ReplicaNet, RakNet and OpenTNL.

That would address the low-level, raw networking code needed for adding an online component to your game.

The high-level part is more difficult without more understanding on your game design and architecture. What kind of game is it? Real-time twitchy FPS, or turn-based space opera? How is it architected? What data needs to be trafficked? How much? How often? Which data needs to be reliable? What are your general security, reliability, scalability, availability (and other "bility") needs?

#7 alphadog

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Posted 20 October 2008 - 04:58 PM

Linky goodness:
http://gafferongames...me-programmers/

Starts you out on wrapping your head around the really-low-level stuff.

#8 Ryancode

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Posted 20 October 2008 - 06:47 PM

[quote name='The high-level part is more difficult without more understanding on your game design and architecture. What kind of game is it? Real-time twitchy FPS, or turn-based space opera? How is it architected? What data needs to be trafficked? How much? How often? Which data needs to be reliable? What are your general security, reliability, scalability, availability (and other "bility") needs?[/QUOTE']

Well its a Farming Fps Game high quallity People on my Forum [url]www.farmandconstruction.freeforums.org[/url] are wanting a good mulitplayer game which you can have fun on talk through headsets and have aa in game radio any ideas on how i would sort this out?

#9 alphadog

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Posted 20 October 2008 - 08:12 PM

Ryancode said:

Well its a Farming Fps Game high quallity People on my Forum www.farmandconstruction.freeforums.org are wanting a good mulitplayer game which you can have fun on talk through headsets and have aa in game radio any ideas on how i would sort this out?

Uhm, multi-player farming FPS? Maybe I'm obtuse today, but WTF is that? Does it involve cow tipping? :)

#10 Ryancode

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Posted 20 October 2008 - 08:32 PM

Farming and construction game. a frames per second game. which you can drive machines cars have weapons only play ....

#11 Reedbeta

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Posted 20 October 2008 - 10:12 PM

You know the FPS as in "FPS game" doesn't mean frames per second right? It means first-person shooter. A farming game doesn't sound like it would be a shooter.
reedbeta.com - developer blog, OpenGL demos, and other projects

#12 alphadog

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Posted 21 October 2008 - 01:19 PM

Ryancode said:

Farming and construction game. a frames per second game. which you can drive machines cars have weapons only play ....

I apologize. I still have no clue what you are talking about.

Is it Quake-with-nailguns? And, what does farming or construction have to do with weaponized vehicles? Man, I must be clueless on advances in agricultural technology. :) Is it a farming sim? A construction sim? An "xtreme" farm-themed first-person shooter?

Do you have a link to your game, or maybe screenshots, some storyboarding or design work?

BTW, your forum is downright painful, both visually and structurally. The "neon/graffiti" fonts, the blue-on-black palette, the extensive use of apostrophes, the poor organization of content, etc... I really suggest you do some design work in there, else you'll never get this thing off the ground in a big way... Hopefully, you take this as farming-constructive criticism. :)





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