Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Client/Server Or Pier to Pier

Author
Message
KuRi
23
Years of Service
User Offline
Joined: 8th Feb 2003
Location:
Posted: 26th Apr 2003 18:45
Hello Everybody!. I need your help. For those who has made multiplayer games. I have made some multiplayer games using always pier to pier conection. But now i want to make a Client/Server game, to speed up the things.

Sending a little bigger message (from the server) is best than sending lot of small messages.

So i need your comments about both techniques of multiplayer programming and your advices. Thanks. KuRi!
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 26th Apr 2003 19:30
first thing to remember, the major difference between a Peer-to-Peer and a Server-Client system is not just the speed gained from it being handled by a single system.

The whole idea behind a Server-Client system is that all of the games machines don't have to calculate everysingle detail, for example ... if you just wanted a simple server where you walked around a world and talked to people. The Server's job would to be calculate where everyone is, if they've colided with other players or if they're withing range to know what is going on with the other players. (a pretty basic example)

now as right now my new project is being worked on as if i was actually at work - this means i have the weekend to do other things, so i'll start making a simplistic Server-Client Game for ya'll.
right now a game thats caught my interest in the Mechwarrior Series so i'll base it on this.

THE MOST IMPORTANT FACTOR when creating a Network game of this type, is that you're creating the entire game in a different mannor to how you would for a Single Player Game.
why? becuase to really take advantage of the Clientel code you actually have to make the game itself one large Client which works as if your machine itself is a Server to the game, which in turn is then Served by a Server Games machine.

So from the start we'll be developing the game with it being a Client in mind!
i'll continue with this over at my Site, and i will need Something with Dark Basic Professional to help me test my Alpha's (else i'm stuck making it in DB Enhanced which won't translate unfortunately)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
KuRi
23
Years of Service
User Offline
Joined: 8th Feb 2003
Location:
Posted: 26th Apr 2003 19:36 Edited at: 26th Apr 2003 19:37
Hello Raven. I have the basic Client/Server Application done. The clients send their positions and the Server calculates all the Collisions, effects, etc...

The problem is that a Client/Server game is really harder to program than a pier to pier game. So the question is, does it worth all the efforts needed?

I think yes, but i am having lot of troubles cause i want to make a good net engine, with great number of players support ...

So, all the information of the clients to send is the positions, rotations, chat messages, etc, and then the server calculates collisions, etc and send them to clients?

P.D: I have a pier to pier multiplayer game in my web

Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 26th Apr 2003 20:46
well the main idea is to keep the data sent and such to a minimum.
but if you did this to a game setup standardly for single player, then rather sending the data as & when it is ready - the data has to be all found at once ... this adds extra strain.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

Login to post a reply

Server time is: 2026-07-11 04:23:55
Your offset time is: 2026-07-11 04:23:55