Tag Archives: multiplayer
We’ve been having some difficulties with getting sane packets from A to B. Most of the time we’ve been getting big and scary screens like this: When the packets arriving are not in expected format, then stuff like this happens. … Continue reading
I don’t understand it quite yet, but server seems to send the data to the client. My task the next few days will be to make them talk to each other… Well, I’m a professional when it has to do … Continue reading
As the multiplayer is coming soon and it’s Christmas time so we thought that everybody will be this simple Blender designed Santa to start with.
I like clean code. I like readable code. And I like well organized code. Take this snippet: And compare it to: For a compiler, they are not different. But for a human reading the code, the second one is just … Continue reading
At the moment, one party is able to set up a server, and one other party is able to connect with a client. Only the server can see the other player :).
A TCP client and a TCP server have been implemented into the game, and they are able to talk with each other. Next step is to tell the game what to send and how to use that data (player positions, … Continue reading
I’ve been working with networking and multiplayer, and I got nothing to show so far. Instead, here is a bunny with a pancake on its head!
I’m using boost::asio for asynchronous networking. I’ve only used it in “low performance” environments before, where CPU/GPU resources are not an issue. It’s the first time I’m trying to use it in a high performance environment where everything have to … Continue reading