Andr3wHur5t Posted January 17, 2013 Share 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 Link to comment Share on other sites More sharing options...
gamecreator Posted January 17, 2013 Share 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 Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 17, 2013 Share 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++ Link to comment Share on other sites More sharing options...
Daimour Posted January 17, 2013 Share 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 Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted January 17, 2013 Share 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 Link to comment Share on other sites More sharing options...
Andr3wHur5t Posted January 20, 2013 Author Share 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 Link to comment Share on other sites More sharing options...
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