IrrNet - Irrlicht Network Framework 0.36 (Now Windows/Linux)

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Midnight
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Post by Midnight »

//custom handler
myHandler* handler = new myHandler;
netmgr->setDefaultHandling(false);
netmgr->setCustomHandling(1,handler);



great now it crashes without errors... :shock:

hows about ya just make that demo already? please?
monkeycracks
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Post by monkeycracks »

Yes please do make the tutorial. That didn't really help me much because I've already scoured the docs for more information on it :P

I'll try to slap something together.
BlindSide
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Post by BlindSide »

lol OK! *BlindSide pulls his finger from his lazy butt and begins working on a demo...*

@ Troll, are you sure you are adding the irrNet .*cpp files into your project?
Midnight
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Post by Midnight »

lol I didn't mean it like that but come on seriously this should have been explained a tad better...

is it just me or is the doxygen docs a bit lite?

I realise I have the missing files but it's harder to read and understand that way.

if you really are working on a demo you're my hero.

its much easier for me to work with irrnet then learn about this on a much more complex and unrelated network engine.

funny thing is the timing of the project it's just hard for me to be patient when first of all I should have been able to do this on my own... I litterally spent 3 days of trial and error trying to find the correct way.. I've been through the source and its a bit foriegn to me so thats not much help.

IDK man I thought I had it... I dropped the ball.. toss it back will ya?
thanks 8)
BlindSide
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Post by BlindSide »

New release! irrNet V0.35! Includes binary examples too! (May need to modify the source again if your using DevC++ :oops: )

PS, troll, your error is because you changed the header files since DevC++ gives errors about the "&" placed in the parameters. But you did not remove the "&" from the function definitions themselves in the CPP files.

Cheers :D

- BlindSide

PPS: Accidentally called the binary for the Example 3 Client "EasyNet3-Client". But that shouldnt be too hard to spot...
Midnight
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Post by Midnight »

Thank you very much.

You even added in chatQue for me lol


I totally understand how it works now.. grabbing from the buffer and using id's... I never would have gotten it right because I didn't even understand irrnet properly.

now its all clear to me.

also in the example server1.exe its searching for texture lwood which it can't find.

ok now how do I transfer files? lol
monkeycracks
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Post by monkeycracks »

I made an interesting discovery... Making LAN games with IrrNet is possible without even port forwarding.

Just set the customIP of the client to the IP of the hosting computer behind the router like this :

192.168.1.125

:D

I'm working on a LAN FPS right now...will report sometime with results.
Midnight
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Post by Midnight »

since when do you port forward on a lan??

hmm..

I don't think you discovered anything new there.

I mean when you consider making a game specifically for LAN you don't really consider connecting to other computers via your internet ip do you?
monkeycracks
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Post by monkeycracks »

I've had to port forward for people to join my LAN games before. I don't remember what game, if I figure it out I'll tell ya.

But hey, the point is that it works and I didn't think it would.
lostclimategames
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Post by lostclimategames »

I wondering... now i have not tryed the demo yet, and probably should have but, in what ways is the integrated to irrlicht, because if it could also be abstracted from irrlicht, i work with another engine called 3d gamestudio, an i might be able to convert this to a dll for use in it, if this is possible, may i try it?
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Midnight
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Post by Midnight »

I don't think this would work well outside of irrlicht at all.

considering all of its functions pertain to and are mostly encompassed by irrlicht.

hence IRRnet but it might give you great insight to enet and be easier to understand how that works but it still requires knowledge of c++.

this is open source you are free to do whatever the hell you want with it accept claim it as your own. a credit is standard but not required.

try reading the license and by all means take a look who knows how useful it could be to you.

IMO you should drop gamestudio and use irrlicht and real programming languages otherwise you're at the mercy of game studios abilities.

btw I noticed you're from michigan, me too hey whats up dude! 8)
lostclimategames
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Post by lostclimategames »

The horrible economy is up : )

anyways, yeah, im working on a few commercial projects with 3dgs right now, and i am studying c++, so i can start working between ogre and irrlicht, ive already played with irrlicht a small bit, i was trying to switch the renderer in 3dgs with irrlichts, and just use 3dgs for collision and sound, but instead all i could get is irrlichts dxwindow to overlay ontop of 3dgs :P but yeah, on of my projects, the leader is thinking about using torque for the sequel and i am trying to subtly persuade him towards irrlicht and its going ok. as for this, i might try it out with irrlicht to see how it works like you said, and then mess with enet afterwards.
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Midnight
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Post by Midnight »

Why use 3dgs for collision and sound?

use irrklang or openAL for sound I'll gladly make demo's if need be.

use custom code combined with irrlicht's built in collision or use a pyhsics engine using one of the nice tutorials for those.

It is my intention to provide this community a demo which includes probably newton - irrklang - irrlicht (of course) - irrnet - chatQue - some scene manger/state machine - probably built using irredit and the new gui editor.. and maybe even create a video of the entire project.

so I guess what I'm trying to say is you'll find irrlicht a very comfortable place to learn c++ and get the ball rolling.
jrm
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Post by jrm »

Will this wrapper work for 2d games as well? (3rd person looking down) I think I will switch from Raknet. I am looking through the documentation and files right now.

I Like the licensing more with enet.:)

Thank you,

JRM
lostclimategames
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Post by lostclimategames »

I still plan to move entirely to irrlicht, i am just waiting, until i get a more solid foundation before i move my income-base to irrlicht-engine based products.
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