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Message Board > Game Designing > proper socket programming |
December 9, 2006, 22:52 | |
AXR
Ear-Infecting Monkey 36 posts |
This might not be the right question to be askng the Fenix users because i dont know if Fenix uses sockets. But if anyone can contribute... What do u believe the most appropriate way to set up a socket server/client connection is? Capabilities need to be: 1) Each computer saves personal character info (not in global database) <- this parts obvious 2) Connect to a server 3) inform other players that you've joined 4) inform other players of your status Basically everything... what should the networking system look like? example of how i do this. [server] <-----> client ^ | | v client Is this the only possible way? What are you opinions... ____________ SHALOM, MA NISHMA AcHI!? |
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December 10, 2006, 04:48 | |
Caspah
Gladiator 203 posts |
for game coding the server/client and peer to peer methods are probably your best options.
____________ "clowns to the left of me, jokers to the right. here i am, stuck in the middle with you." ~Stealers Wheel |
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December 10, 2006, 05:31 | |
AXR
Ear-Infecting Monkey 36 posts |
Does it make sense for clients to connect directly to eachother? aka have each player be a client AND server. So everyone reads off everyone...?
____________ SHALOM, MA NISHMA AcHI!? |
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December 10, 2006, 12:45 | |
Sandman
F3n!x0r 1194 posts |
If you are making a MMORPG, that's not really helpful, as in theory, you could have thousands of clients. Client/server is the best solution in this case.
____________ BennuWiki Yes, my avatar has grey borders in IE (so get a decent browser) ROOFLEZ ROOFLEZ |
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Message Board > Game Designing > proper socket programming