networking code

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mmasters
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networking code

Post by mmasters »

I was wondering what people are using for networking. What libraries are people using? Are people writing their own libraries? Any input would be awesome.

Thanks
Michael Masters
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Post by monkeycracks »

look for IrrNet in the Project Announcements section.

That's what I use. Blindside made it =o
Dances
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Post by Dances »

I am not using any right now, but when I feel it is time it use net code IrrNet will definately be my first choice.
Xaron
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Post by Xaron »

I use RakNet. It's rocksolid and easy to use. :)

Regards - Xaron
mmasters
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Post by mmasters »

monkeycracks wrote:look for IrrNet in the Project Announcements section.

That's what I use. Blindside made it =o
Thanks for all the info! I wasn't able to find it on the Project Announcements sections (not sure where this section is), but I found info in the following thread:

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18263
Michael Masters
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Post by dudMaN »

I Use my own custom library(not a wrapper like irrnet!) for networking, it's fast, reliable, and easy to use.



-dudMan
Dances
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Post by Dances »

mmasters wrote:
monkeycracks wrote:look for IrrNet in the Project Announcements section.

That's what I use. Blindside made it =o
Thanks for all the info! I wasn't able to find it on the Project Announcements sections (not sure where this section is), but I found info in the following thread:

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18263
You found it... in the project announcements section...
hockey97
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Post by hockey97 »

Hi is their any place that could teach you what goes behind the scenes in making a networking lib.

I want to learn the programming that goes behind in network communication.
rogerborg
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Post by rogerborg »

The core function of a real-time-games networking library is to implement reliable UDP.

This is because You would rather spend the rest of your life watching Titanic over and over in a theater full of 13 year old girls than use TCP [for a real time game].

Anything else that a network library implements on top of that (RPC, object states, file transfer, patching, voice) is gravy, and more application specific.

I'd suggest looking at the implementation of enet if you want a practical example. It's a thin reliable UDP implementation in a few files. IrrNet is built on top of enet.
Please upload candidate patches to the tracker.
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aussiedude
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Post by aussiedude »

Since your all already on this topic, instead of creating a new tread just to ask a similar question I'll ask it here:

I have a php script on a server. I want to be able to pass variables to it through http URL-encoding and receive the text output.

eg: Open an address like "http://www.example.com/script.php?var=1&num=2" and get the text returned from the php script.

... Thing is I want to be able to do this in my game, using C++ and Irrlicht. I need help. If anyone has done this before and can you give advice or code OR if anyone can post a link to a Library or API or Wrapper or something that will let me do this OR if anyone can post a link to a tutorial that teaches how to go about making a Library that does.
Any help is appreciated!

I've searched for a solution and I can't even find a Library that will compile let alone solve this problem. I'm about ready to give up on this.
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Mirror
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Post by Mirror »

actually i would prefer TCP over UDP. it's safer, more reliable and more SECURE.
rogerborg
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Post by rogerborg »

Mirror wrote:actually i would prefer TCP over UDP. it's safer, more reliable and more SECURE.
So is the United States Postal Service, but you wouldn't use it to send data for a real-time game.
Please upload candidate patches to the tracker.
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aussiedude
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Post by aussiedude »

rogerborg wrote:
Mirror wrote:actually i would prefer TCP over UDP. it's safer, more reliable and more SECURE.
So is the United States Postal Service, but you wouldn't use it to send data for a real-time game.
Well what speed does the US postal service run at it? How many bits per day? Might be ok for a turn based online game?
Besides although many games out there could take advantage of the highly secure US postal service network there is no need with TCP being fairly on-par in terms of safety and reliability and security. So using the reasonable speed of TCP should do for some games...

[enters story-telling mode]
...hell I once made an MMO game in flash that used actionscript to request player positions through a http request to a php script that connected to a mysql database!... just because somethings not efficient doesn't mean it's not gonna work reasonably well. I had the player positions being updated about 3 times per second which was ok for the game I was making (2D mmo game I made for just my friends and I). I used some techniques also that made the game look more real time than it really was by guessing player positions while waiting for the new data to come through. But I'll not go into that other wise I'll be yapping non-stop for ages. Point is that sometimes online games don't need extremely fast completely instantaneous communication for sending real time game data (of course it does help). Sometimes it's easier and not that bad for the game to go with something less faster but easier/more reliable.

But whatever, every situation is different, everyone has their own opinion, I'm certainly not going to argue over this, just giving my opinion. Anyone here got any info which can help me in regards to my earlier questions? Still need help, still haven't found a solution.
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Mirror
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Post by Mirror »

rogerborg wrote:
Mirror wrote:actually i would prefer TCP over UDP. it's safer, more reliable and more SECURE.
So is the United States Postal Service, but you wouldn't use it to send data for a real-time game.
says who ?

MMOs are not FPS and don't need the speed of UDP. i know of popular MMO games which use TCP, not UDP.

ofc it's harder to code with TCP that's no doubt
Last edited by Mirror on Tue Jan 01, 2008 3:49 am, edited 1 time in total.
dlangdev
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Post by dlangdev »

ok, i'm getting my feet wet here. just wondering how many people are working on their network code.

here's what i'm seeing on getting a sample server up:

1) setup server program on machine 1.

2) setup client program on machine 2.

3) code on both machines, compiling and testing as it goes forward.

does that make sense?

i'm going to use my demo level to hook it up to a server, though.
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