I'm trying to make a multiplayer game using UDP, I found the tutorial on the wiki, but I don't know how to be able to make server hosting, joining, chatting, all over a console.
Any idea?
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Re: Server
Maybe the examples in this thread can help you out?
viewtopic.php?f=3&t=76711
I've not worked with this myself, so not much more I can offer.
viewtopic.php?f=3&t=76711
I've not worked with this myself, so not much more I can offer.
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Re: Server
As in the thread Plu linked to, you should use the built-in Enet library that ships with version 0.9.0.
It has a lot of functions specific to gameplay where UDP doesn't. Also, what's more important, Enet has a "reliable" mode if I remember correctly - marking packets as reliable will make sure they arrive - something that you can't do with plain UDP.
In fact, you should first try to only send in reliable mode - otherwise you'll run into unecessary problems. You don't need unreliable mode unless you get the server into difficult situations with lots of players.
It has a lot of functions specific to gameplay where UDP doesn't. Also, what's more important, Enet has a "reliable" mode if I remember correctly - marking packets as reliable will make sure they arrive - something that you can't do with plain UDP.
In fact, you should first try to only send in reliable mode - otherwise you'll run into unecessary problems. You don't need unreliable mode unless you get the server into difficult situations with lots of players.
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Re: Server
If you need reliable then using UDP is not what you're looking for (ie use TCP).Germanunkol wrote:As in the thread Plu linked to, you should use the built-in Enet library that ships with version 0.9.0.
It has a lot of functions specific to gameplay where UDP doesn't. Also, what's more important, Enet has a "reliable" mode if I remember correctly - marking packets as reliable will make sure they arrive - something that you can't do with plain UDP.
In fact, you should first try to only send in reliable mode - otherwise you'll run into unecessary problems. You don't need unreliable mode unless you get the server into difficult situations with lots of players.
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Re: Server
ENet is designed to be able to do (optional) reliable UDP, and ends up having far less overhead than TCP - which makes it ideal for real-time games: http://enet.bespin.org/Features.htmlMPQC wrote:If you need reliable then using UDP is not what you're looking for (ie use TCP).
Re: Server
Neat.slime wrote:ENet is designed to be able to do (optional) reliable UDP, and ends up having far less overhead than TCP - which makes it ideal for real-time games: http://enet.bespin.org/Features.htmlMPQC wrote:If you need reliable then using UDP is not what you're looking for (ie use TCP).
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