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<0> anyone in here pretty good with the SDL_Net UDP stuff? <0> in the demos I downloaded for it, has a example of a FTP Server, adding the File Name to the packet data, with like srtcpy(out->data+1,fname) or something like that, <1> Sorry, I don't use SDL_Net. <0> but when I goto make anything, Uinit, int, char, or strings, it says invalid conversion types. Is thier a way to put a String of numbers, and letters, like "This test,101,109,102,123,333" into a UDP Packet, and if so, can someone show me a example of doing that? <1> Someone else here might. <0> I can do it with the TCP protocol, but trying to use the UDP since its for a Gameserver/client, so need the speed over all <1> Without being modified, it won't compile? <0> it will compile thier demo, but everytime I try to make my own using that demo, it falls <1> You could try building your own string of numbers: sprintf(dest, "Test: %d %d %c", 5, var, 'a'); <0> did it <0> invalid conversion type when I tryied to add to a UDP Packet <0> I did all kinds of ways but ran out of ideas on what else to try lol so figured would ask in here today :) <0> since you use TCP, about how many connections you think that could handel at a time
<1> What are they trying to add to the UDP packet? <0> I am working on a MMORPG so need a lota connections, and liked TCP because the guarenteed delivery and order, but everyone told me to use UDP for the speed <1> MidnightMania: Let me get a link for the TCP connections. <0> a string set like...... char teststring[1024]; <0> sprintf(teststring,"This is a test, %i,%s,%s,&i,&i",a,b,c,d,e); <1> They sent char teststring[1024]? <0> now thats the way I store them in all my codes instead of string varnames; <0> so I can make sure the max size of each one <1> Look at the http://www.kegel.com/c10k.html <1> TCP can take a lot of connections. <1> You could also use both: TCP & UDP. <1> Use TCP for things you don't want to lose (login, chats, status updates) <1> And use UDP for things that won't matter if some are dropped (such as movement commands) <0> that what I was going to do, mostley tcp for logon/outs, chats, and trade areas <1> And there's always swapping out TCP for UDP later. <1> I mudded for years, which was pure TCP, and it did not upset me. <0> and udp for the rest but lol after 2 days of trying I still have sent nothing but empty udp packets, or garboly gloop hehe <1> Why not go pure TCP now, and work on UDP later, if it becomes an issue? <0> was even thinking about using MySQL to store the commands back and fourth lol <0> but that kinda turned away after about 40ppl <1> MySQL? <0> I am thinking about just TCP to start, but was trying to at least wet my feet with UDP with the SDL_Net <1> How would that have worked? <0> using a standalone server, for mysql <1> What I did for my preliminary test was to create a send and recv buffer for each player. <0> have the server software connect to a table every 50delay or so for new listings, get them, delete the old one, and post a reply signal to another table with that clients id in it <1> Then the recv buffer would be processed as needed. <0> so the tables looked like, int clientid, BLOB data, timestamp timesent, so you could see on each end who gets what <1> That way, if the player sent: 'cmd#: This is a long' 'message that was split over' 'three packets\n', and the program got 2/3rds of that message, I could wait. <1> I was using either newlines or \0 for the end of cmds. <0> all I really have to do is the server/client end, then the long map mapping proccess lol <0> other then that, I would say 85% of the code is completed <1> Are you under windows or linux? <0> both, im making, or trying to make, a multi platformed MMORPG <1> If you are under linux (or MacOS), you could use netcat to log into the server directly (it does UDP connections as well), which helps debugging. <0> I have 2 servers, one linux and one windows for testing, and the same systems for the clients testing <1> Netcat may also be able to fake a server (printing everything it gets to stdout) if you need to debug a client. <0> trying to make it as multi os as possible, though I do most of the coding, and testing on windowsxp since thats what i have at home "black, kicks self in head" <1> AFK for a few. <2> Greetings everybody! <3> Hello <3> lol at the topic <3> how can I do an oscilloscope for my sound? <3> I got a sine wave working arleady, but I want to visualize it on the screen along with the sound <4> Try looking into SDL_draw: http://sdl-draw.sourceforge.net/screenshots.html <4> err http://sdl-draw.sourceforge.net/ <3> no, I mean, how would I get data from my sound to draw the waveform on the screen? <4> Oh, I don't know if that's possible. It depends on what sound library you are using. AFAIK though, SDL_mixer is too high level to give you that kind of information. SDL_sound might be low level enough though. <3> I'm using SDL sound <3> but how would I construct it? <3> (thanks for the link tho =D, that may come useful) <4> Sorry, can't help you more than that. I have no EXP with SDL sound <3> ok, thanks anyway =)
<4> read the documentation for that library and see if it offers direct access to the sound buffers. <3> =D <3> doing sound stuff is lot's of fun <3> http://rafb.net./paste/results/YrdE7926.html <5> You should try openal as well <5> It's nice to use <4> Personally, I hate OpenAL. Its a great design, but the poor implementation, documentation, and cross-platform support makes it very frusterating to work with <5> Yeah, thats a good point <3> hey, if I'm using SDL_Sound, how do I use stereo data? (I'm creating my own sound on the fly) <6> pokud nekdo chce rapidshare.de account (sice funkcni jen 2 dny, ale funkcni), tak mi napiste PM :) <7> hi, I use my system libSDL.so for UT and UT2004 instead of the original ones and there is some bug now when I want to run any of those games within my TwinView Desktop. It worked with the old original sdl libs and also works with the new libs without TwinView. Any ideas? <8> tezem: don't update your libs <9> Tuxiscool, you can do Ctrl-w then s to do the same thing.. then Ctrl-w then v to split vertically.. Ctrl-w then c to close one <10> Oh, nice. <7> dolphin: It gives me a great performance boost. If I say great I mean that I played UT2004 with minimum effects not very good. Now I have set everything to highest and it runs smoothly. In UT the performance is also much better and everything looks much better. <3> does SDL support 1-bit surfaces? <11> no don't think so <3> what's the lowest bitage it can go? <3> (it's for a B&W font) <11> 8 <3> meh <11> make your own 1bit blitter then :) <3> heh, isn't that slow? =P <3> I'm using SDL_CopyRect to copy a 8x8 square to the screen atm <11> Well yeh whatever you think is nicer :) <3> http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fConvertSurface <3> Ok, so if I want to convert it to an 8-bit surface <3> I need to create my own SDL_PixelFormat and my own SDL_Palette <3> right? <11> hmm i think an 8bpp surface automatically get a palette ***igned to it then you have to fill out some colors in that for black and white or something <11> or just save your font as some 8bpp image and load that with some sdl_image thing <3> heh, I don't have anything capable of editing palettes <3> know any good program for pixel/palette/8bpp work in Linux? <3> "Gimp is teh sux" <11> hehe dunno, screw linux tools :) <3> but, if I convert a surface to 8bpp, the colors get mapped to WHAT pal entry? =/ <3> hmm... >_< <8> tezem: SDL doesn't effect it <7> dolphin: I will change it back to original libs but I don't believe that I was dreaming. <8> a) you've updated your OpenGL driver b) new SDL uses different OpenGL driver <7> It must be b <7> if only those are possible <8> then, just direct SDL to the right driver in the first case <8> there are lots of other possibilities too, less related to SDL though <7> the sdl libs coming with the games are very old so this could be a reason too. <8> no <8> they definitely won't effect the performance in that way <7> But SDL has problems with TwinView anyway afaik. I found a thread in the nvidia forums about that problem. <7> but it's funny that the old one can handle it but the new one not. <8> the ways of SDL are unexplored <7> I didn't change anything on my system except of linking to my system libs. <3> Harekiet: well, I guess I'll just make my own blitter then <3> saved in a very inefficient file format =P, one byte per bit <12> hi <12> how do i set the focus of my application? i use fork to start an other program, and my program looses focus, and drop out of fullscreen mode <12> i would prefer not to use any kde-specific functions <3> Does SDL run on OS X without X11? <13> Yes. <14> hi all <14> could somebody please send my their libSDL_draw.a (wburglett@gmail.com) <14> none of my files will compile without it <15> Eh.. I hope the topic is a joke :)
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