Andr3wHur5t Posted January 17, 2013 Posted January 17, 2013 HI, I am having difficulties finding info on the setup of Netwerks in C++. By setup I mean how it needs to be initialized and terminated, how to connect to a host, and how to send a packet. If someone could point me in the right direction, or give me some information. Any help would be greatly appreciated. Thanks, Andrew Quote Tools: AC3D | 3D Canvas(pro) | Texture Maker(pro) | Genetica(basic) | 3D World Studio | Fragmotion |Leadwerks 2 | XNA 4 | Visual Studio 2010 Professional | XCode 5.x |UU3D Pro Programing & Scripting Languages: C |C++ | C# | Obj-C | LUA | Javascript | PHP | Ruby
gamecreator Posted January 17, 2013 Posted January 17, 2013 I think the general consensus was that it's best to use RakNet for this. See here for a member video tutorial. Quote
Pixel Perfect Posted January 17, 2013 Posted January 17, 2013 I'd echo gamecreator's comments. C++ has no inherent networking capability you either need to write your own or use a third party library. RakNet has the best reputation in my experience. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++
Daimour Posted January 17, 2013 Posted January 17, 2013 I didn't try networking with Leadwerks. And may be RakNet is better. But you might look at integrated in Leadwerks 2 networking capabilities: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/networking/ Quote
Guest Red Ocktober Posted January 17, 2013 Posted January 17, 2013 also, if i can add my lil thing (rant) here... when you are writing your engine, i'd suggest integrating your networking logic at the lowest level possible (in the base classes), and not as an afterthought (after the game logic is already working)... another thing... write the networking logic out in plain language and do a walk through before committing it to code... things can quickly get a lil confusing (at least for me) if there is no set policies in place... finally... i'm of the "everything happens on the server" school of thought, with the collisions, physics, etc occurring on the server and everything being "trickled" down to the clients (with various prediction algorithms being implemented depending on requirements of the particular project)... --Mike 1 Quote
Andr3wHur5t Posted January 20, 2013 Author Posted January 20, 2013 Alright raknet it is then. Thanks Quote Tools: AC3D | 3D Canvas(pro) | Texture Maker(pro) | Genetica(basic) | 3D World Studio | Fragmotion |Leadwerks 2 | XNA 4 | Visual Studio 2010 Professional | XCode 5.x |UU3D Pro Programing & Scripting Languages: C |C++ | C# | Obj-C | LUA | Javascript | PHP | Ruby
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.