RE: Re(2): Network game design (UDP)
RE: Re(2): Network game design (UDP)
- Subject: RE: Re(2): Network game design (UDP)
- From: "Pietrzak, Bryan" <email@hidden>
- Date: Thu, 27 Jun 2002 08:08:05 -0600
OpenPlay would suit your needs VERY well.
And in fact, this same exact discussion was just on the list a week or two
ago.
OpenPlay doesn't care what kind of game you do. It doesn't care if you are a
first person shooter, a tetris-like game, a card game or an adventure game.
(And Freeverse Software,
http://www.freeverse.com), who's card games I'm
responsible for, has done all but the first of those games using OpenPlay
and NSp on top of that).
OpenPlay also includes an thin NetSprocket API. (That it is, NetSprocket is
now truly just a layer on top of OpenPlay and optional if you don't need
it.) NetSprocket is very convenient as it manages all the players and
"groups" and has message broadcasting mechanisms that allow you to easily
send a message to all players with different levels of need (i.e. junk,
normal, registered).
Some very exciting things are happening in the world of OpenPlay these days
with more developers coming on board every day. If you are even *thinking*
about doing a network game, you owe it to yourself to at least look at
OpenPlay at
http://lists.apple.com
Also one other comment: if you don't use a client-server methodology, you
can get yourself into trouble using peer-to-peer because of NAT.
Bryan
>
From: Jens Bauer [mailto:email@hidden]
>
>Finally, let me suggest you also check out OpenPlay. It's an
>
open source
>
>network game engine that handles most of the gory details
>
for you. There
>
>are alot of smart people working on it, and you'd be hard
>
pressed to beat
>
>it on your own.
>
>
My game is not a first person shooter game, so I doubt that I would be
>
lucky enough that it suits my needs.
>
-I would also have problems with porting the library into my game,
>
because my game is written completely in (portable) assembly language.
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