networking code

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FlyingIsFun1217
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Post by FlyingIsFun1217 »

Just to chime in, you really do want to use UDP instead of TCP/IP. Trust me!

FlyingIsFun1217
dlangdev
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Post by dlangdev »

i got a poorman's version up and running locally, though it still needs more work. two clients connecting to a single server.

what i'm wondering about is the actual server box, does anyone here have an idea how much a dedicated server plan would likely cost for a game server?
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humbrol
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Post by humbrol »

would be intersting to see your poormans version, been digging through raknet and enet for awhile trying to get something decent going.
dlangdev
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Post by dlangdev »

i'm just using the sample code, nothing fancy at the moment, tho i'm adding more code to the sample provided by raknet.

i'll post it up on sourceforge when i have something going.

my first test should put a cube on a terrain for every user login.
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dlangdev
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Post by dlangdev »

by the way, i found godaddy has a super-cheapo dedicated package.

https://www.godaddy.com/gdshop/hosting/ ... ay=virtual

the thing is, i do my development on windows. which makes the cost go up to $37/mo.

the other one i found isn't cheap @ $80/mo.

http://www.serverintellect.com/dedicated/

also, how do u compute for resources for a development and test server has only a few users, plus some beta testers. i would guess a minimum is enough.

what is probably important for servers like this is the bandwidht, though. main memory can probably be set minimum with a bandwidth of 200gb will work.
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dlangdev
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Post by dlangdev »

just want to post an update on the networking code...

i've uploaded a new package up on sourceforge containing three demos:

1) an irrlicht demo #17, a continuation of demo #16.

2) a raknet demo, taken from client-server demo code.

3) a combo of demo #17 and the raknet demo.

you can download it if you want to see the demo. other than that, it is probably a waste of your time.

my next step is to setup the libhttp project into the visual studio solution, so it'll have two methods of connection, first is through raknet peer networking and second is xml-rpc.

i'm thinking of using xml-rpc as an experiment for a different type of game where speed of update is not required. but that game will come later as i create more demos.

i'll also upload the blender files and textures used for the demo later.
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dlangdev
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Post by dlangdev »

turns out libhttp had a big boost lib dependency, it didn't work. so i had to go for libcurl which is now part of the package.

file: brokenfinger.02.rar

url: https://sourceforge.net/project/showfil ... _id=255269

this new stuff should keep me busy. ;-)
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dlangdev
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Post by dlangdev »

here's the server talking to the client.

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Last edited by dlangdev on Sun Dec 30, 2007 10:15 pm, edited 1 time in total.
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