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Dark GDK / Built-in networking or DarkNet?

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Drowneath
15
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Joined: 22nd Jun 2009
Location: In your eyes
Posted: 23rd Jul 2009 08:40 Edited at: 23rd Jul 2009 15:08
Hello there,

In the last few weeks, I've been porting one of my game projects (a casual game) to DarkGDK, which has been done in Irrlicht (with other helper softwares such as audiere for audio and physx for physics) and XNA before.

But for now, I planned to make it an MMO which can handle upto 100 players at a time in each server.

But I confused, TGC's now offering DarkNet and built-in networking commands for DGDK at the same time.

So, which one would you prefer me to choose? What are the big differences between these two?
Drowneath
15
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Joined: 22nd Jun 2009
Location: In your eyes
Posted: 23rd Jul 2009 08:47
Sorry I splitted my msg into two posts.

Which one is more secure? So that hackers will be having hard time to be able to modify the data sent to the server. (dirty: CHEATING)

FYI, I'm new to the online game programming journey.


Thanks.
Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 23rd Jul 2009 10:08
Oh god, don't use the built-in stuff. It's so outdated and inefficient. Multisync is good for a beginner in networking.
Drowneath
15
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Joined: 22nd Jun 2009
Location: In your eyes
Posted: 23rd Jul 2009 13:22
Oh well, so Multisync or DarkNet?
Multisync is free though
Michael P
18
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Joined: 6th Mar 2006
Location: London (UK)
Posted: 23rd Jul 2009 15:00 Edited at: 23rd Jul 2009 15:01
It depends what you want to do.

Multisync includes TCP and basic firewall commands.

DarkNet has alot of functionality that Multisync doesn't. I'm currently working on a website which may persuade you to buy DarkNet

Here is a brief list of current DarkNet features:
- High performance TCP and UDP data transfer.
- Broadcasting; this allows an application to announce its presence on a local area network.
- 3 error modes (commands that return information about error, message boxes and exception).
- Multiple instances; this allows multiple connections and server hostings be setup at the same time within one application.
- Encryption/Decryption using Advanced Encryption Standard.
- Universal Plug and Play NAT traversal.
- Sound input/output.
- Windows firewall commands (much more control than Multisync gives).
- Compatibility with applications not made with DarkNet e.g. DarkNet can communicate with web servers.
- Asynchronous (non blocking) options.
- Easy to use.
- Secure.

Drowneath
15
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Joined: 22nd Jun 2009
Location: In your eyes
Posted: 26th Jul 2009 15:39 Edited at: 26th Jul 2009 15:40
Well, Michael

Could I see the list of DarkNet commands? The help file, maybe?
And the most important thing is, can I link to DarkNet statically?

and about the encryption, is that mean all packets sent to/from the server are AES-encrypted?
Michael P
18
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Joined: 6th Mar 2006
Location: London (UK)
Posted: 26th Jul 2009 21:05
Quote: "can I link to DarkNet statically?"

Yes

Quote: "Could I see the list of DarkNet commands? The help file, maybe?"

Yes: http://www.darknetworking.net/Documentation.html

Quote: "and about the encryption, is that mean all packets sent to/from the server are AES-encrypted?"

No, not unless you use mnEncrypt and mnDecrypt on every packet. I think Worlds Apart Online does (an MMO that uses DarkNet) encrypt every packet to prevent cheating.

There is information about encryption and other DarkNet features on the website which I recently finished:

http://www.DarkNetworking.com

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