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panz3r

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Everything posted by panz3r

  1. Thank you. Will the 3.1 upgrade free or will cost ? (i am sorry i am new to leadwerks and i don;t know how things works).
  2. I think adding linux as platform is a great news, however will linux as export platform be free or will cost extra money for existing users?
  3. Greenlight requires 100 000 approvals from what i seen on forums. This greenlight seems to be a big pita for indies.
  4. @Furbolg, thank you for your example. My confusion was coming from thinking that leadwerks is transforming c code in java for android and i wasn;t sure how can i hoock in that java code. Also i wasn;t very sure if is alowed to call random OS api from leadwerks application. Today I spent some more time and i understood is NDK and there is no code transformation done. I am cool with c programing and sockets, i am programing pretty much daily in c under linux at low level (sockets, network protocol analysis etc). (not much experience with windows api but leadwerks will hide that for me and sockets are simillar) Also i am very familiar with low latency realtime network protocol from my voip and iptv programing background. Having this experience is better for me to write myself the communication protocol instead of relying on an external library. I believe this will also help me on optimizing server side. (for example in eve one of the major bottleneck was server side network). @Josh. Thank you for enet library hint, it will be my fallback plan if socket plan fails.
  5. I think i found the solution for android: https://groups.google.com/forum/?fromgroups#!topic/android-ndk/IesGCj9ym3o looks like only difference is which header i include for windows and which for unix bassed machines, and ifdef would take care of this.
  6. @xtreampb. Thank you for the advice and for the links. I think i made my mind, i will let mobile out of the scope for now as i don;t have any experience with ios or android and is to much to chew right now. I will focus on windows (and even better linux if/when we will have linux).
  7. This thread can be closed. Thank you all for your answers.
  8. Rick, thanks , i will look at raknet. EDIT: As far as i know unity uses raknet and honestly unity networks sucks for mmo.
  9. 1. Not in this world, best case they will be equal 2. I ask for an api, that works on mobile too. For windows (and probably macos) i can do myself but i know nothing about android and ios What's your problem if i try to make a mmo ? I didn;t asked you to pay my license for programs or anything. All i asked was example or at least the API for networking.
  10. Aggror, thank you for your tutorials, they are great. Now about networking,enet would suffice my needs, if would still work. However if I can't find any solution for mobile networking I will have to move to another engine and call it day.
  11. Well I can implement myself the interpolation and extrapolation for better or worse but to send the packet out I need support from engine. I think there is room for a low level and high level net lib
  12. My programming experience is mostly c in linux. I can understand the benefits of a proven library but at the end of the day a well tailored c program will beat a generic library. In a mmo every byte pushed on network counts (especially for mobile users) and every cpu cycle counts if you want big world non instanced . The mmo i dream would be a space bassed one, pretty much like eve. Obviously it will not have too much content at start . WIll be pretty much 2-3 ships, 2-3 weapons for ship, mining lasers, blueprints/receipse to build weapons and ships and that's it pretty much. However i don;t want to take any shortcut in the code optimization on server side and on the networking.
  13. Thank you for your answer. For windows is no problem - i can use winsock. For mac i don't really care, and i am sure there are sockets. Like you said the problem remain on tablets. I am not sure why you are dismissing mmo on tablets, but anyway this is a different topic - why i want to do that there. In any case implementing udp sockets in leadwerks engine should be extremly easy as all platforms have native sockets and sockets are more or less same evrywhere. The enet library would be better than nothing (it adds traffic overhead and potentially lag due to retransmission - if it does retransmisions). To be honest i am bit surprised by this general hostility on my request, especially considering that other engines like Unity and Esenthel have it. (ok unity require 3000$ for pro on base and one mobile but still it can do this, as for esenthel is 200 all all platform included). At the end of the day I am sure i am not the only person that needs this and having this documented (and maybe implemented if there is nothing curently) would only be benefic to the engine. Is a big feature for very little work. BTW i believe in the value of this engine - i bought all 3 packages.
  14. I asked UDP sockets. If don't comprehend please don't post of topic.
  15. So everything related to sockets in this case that would work in a random c++ program compiled with MSVC 2010 will work flawless in leadwerks on windows, IOS, ANdroid and Macos ? If this is the case then yes I don;t need your help. Otherwise my case stands - i need a way to do networking and i need help for this. Edit: I want to implement this: http://krkadev.blogs...-rpg-games.html Second edit: All i need to konw the recomended way of doing this, if is something like generic sockets or standard enet calls,or an example if is something specific to leadwerks engine. I don't think that my request is unresonable, other game engines in same price range(that i look at) offer this: Unity, Esenthel.
  16. Although I would prefer UDP socket directly the enet library would be better than nothing.
  17. Can you please share some enet doc/example even if is not yet officially supported ? No net(sockets) is a boomer for me.
  18. Thank you for answer. Unfortunately raknet is not free. Having tcp/udp sockets available i think is a must for any game engine. Also using my udp socket i can make very good usage of bandwitch. I plan to make some sort of simple space mmo. Even if there will not be much content, i want to be able to scale hundreds of players in same location, which can easily escalate the bandwitch unless proper planning is done.
  19. I am wondering how tcp/ip (udp) networking can be done with leadwerks. I supose winsock can be an ideea for windows but how about the rest of platforms ? If somebody can post some small examples for sending and receiving an udp packet (maybe with storing and retriving a variable) would be great.
  20. A linux version would be really good. Linux needs games and with the valve reaction to windows 8 (ie linux console) I think would be a wise movement to be able to export to linux. Not to mention other engine that can export to linux already. Linux export does not open only games but also embeded devices, video streaming, cloud etc. Those seems to be big if other engine especially deny usage for this unless special license is aquired.
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