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Engine Change...Again


xtreampb

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So i just got confirmation that my bug is currently being worked on and should be fixed with the next bug fix release. I think this came about due to my post talking about a few of the physics bugs. I also fixed one of my bugs that was causing a lot of issues. I was using a double variable to store the amount of damage being dealt. When i converted that to an int variable, all of a sudden all those minor collisions were no longer affecting the amount of damage being dealt to each other. with this information, I feel as though I can use LE3 again to create Kings. I am glad for this as it will allow a larger customer base. It will also allow player to compete against one another, regardless of their platform.

 

I don't understand why people on windows can not play with/against people playing on apple. TCP/IP and UDP are all industry standards and don't rely on OS specifics. Would anyone like to enlighten me on why people on different OS platforms aren't typically able to play with/against one another?

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Because developers must not be using cross platform libraries I'm guessing? With something like RakNet and LE it shouldn't be an issue though.

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I can see how that is possible. With that in mind my next question would be for games like boarderlands, do they use one net lib for windows and then a different one for osx and if they do, why wouldn't they write the server code to allow the different OS' to communicate. I guess that is just they way they designed it. They just threw OS X in as an afterthought. i've done some studying for network programming (using this as a reference). With this you are basically setting up your own networking code right above the kernal level (at least i think it is). I've been looking into steamworks and using their networking libraries for my game. I just need to look into if I use that just for match making, or can i use that to send data across the internet.

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