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<0> +' <0> static3d_: basically, + some stuff for it <1> which engine (your own?) <2> you got udp messaging and stuff? <0> http://www.fahrenheitx.com/old/ <= some version from like... 10 years ago? :D <0> lol <0> UDP messaging <1> udp is dead too <0> I even have a main()! <0> Oh wait I don't <0> It's DLLs <2> no i mean is that the base of it <3> see UDP is faster though... <0> Base of what, the network? <3> why do people use TCP <1> it's not faster
<1> it just has less overhead <3> well yeah <0> And less restrictions <3> that's what i meant by faster ^_^ <2> Ashe`: my whole thing runs on a message queue <3> not in terms of network speed <0> static3d_: you're funny <3> Ashe` or he codes like me <3> XD <2> whats funny? <0> It's like saying you have a loop in your app <2> theres different ways you could go about the networking <1> not many <0> On windows it's just IO completion ports, using UDP, and some custom protocol <0> (for RPC and stuff) <2> it could use tcp and not use messages at all <4> yay, updates! <1> static3d_ how so? tcp doesn't guarantee whole message delivery at once <4> TCP makes little sense for most games <1> MMO's are moving towards TCP-only <2> true, for most games. but some types of games don't need maximum speed <1> world of warcraft is already fully TCP <3> yup <3> i need some more RAM for WoW <5> mmos are ebil, that's about it :/ <4> yeah, but WoW sux0rs <5> <-- eve-online addict <3> peterhu why :) <4> looks like q2 <4> pfft <3> oh i hate blizzard <3> XD <0> TCP for MMORPGs is even more dumb <0> I have some prototype for a mmorpg server, if a server goes down, it's redirected to the stand-by cluster server <0> So you're not disconnected from the game <3> peterhu but they are making insane amounts of money so that's why i ask why it ****s <4> anything where there is a constantly changing world state doesn't make sense to use TCP, imo <4> like FPS games <2> mmo are decentralized to some degree <0> Or just about any game <5> sb_: it does have it's bad points, like: barely any penalty for death <0> Except maybe card games <3> yeah, WoW has different servers for a lot of stuff <0> And small things like that <2> like it connects to people near you or something <0> MMORPGs are not peer to peer heh <1> static3d_ MMO's are completely centralized <1> everyone connects to one place <3> then the login server redirects them <3> to their servers <5> sb_: plus, after trying single-sharded mmorpg, going to a multisharded one just doesn't appeal to me anymore <1> that place could physically be several places <2> well i've read that that's not totally the case, to deal with the huge amount of bandwith the server has to handle <1> but that's an implementation detail <3> |Serp single sharded, multi sharded? <5> sb_: wow is multisharded, you have many different "worlds" <3> aka loading <3> right? <5> sb_: eve-online, for example, has just one shard, and the whole community plays on it <5> no, not loading <0> At work I write a MMORPG server, kinda :D
<3> or servers <5> yeah servers <3> got yah <5> it's a huge thing to have the whole community on one server, politics really kick in <4> at the very least there should be a way to transfer characters between servers <4> (there wasn't when i played WoW, a year ago) <4> not sure about now <3> peterhu still isn't <4> i don't keep up with that game <3> peterhu only certain servers to certain servers lol <1> peterhu that is available, selectively (to control population flows) <3> peterhu i'm just waiting until my account runs out <2> Ashe`: i am pretty sure there is some direct traffic between clients in some mmo games <3> then gonna sell it <1> static3d_ - which ones? <1> that could be dangerous <3> it might be faster <3> ;) <1> in light of exploiting a bug in the client <3> yeah <5> yeah that begs for sploiting <0> static3d_: well, you're wrong <1> that would also require people to open ports in their router and act like a server <4> you're both wrong! <3> lol <3> *** is good <0> The only thing that could make sense having direct client connection is something like voice <5> sb_ is correct. <5> that is all. <0> But then it's much cooler to get your voice through the server and have some shader modify the sound to give you the voice of a ***y elven female <6> does anyone know how to input a F6 or F3 character in c? <0> (this way you get plenty of armor/$$$/weapons for free) <1> lol <0> BoOZeR: it's not a character, it's a key <3> hah Ashe` <5> voice in mmorpgs is handled by thid party apps, no sense implementing an in-game support <1> BoOZeR also, this isn't #C <0> |Serp: why not? <4> C == JBlitzen <4> C++ = peterhu <1> there is sense, in the sense of what Ashe` just mentioned <4> you can see the difference <7> :( <5> Ashe`: why reinvent the wheel+amplify bandwidth usage? <4> == <2> http://news.com.com/A+virtual+world+with+peer-to-peer+style/2100-1025_3-5698499.html <0> And your third party app doesn't amplify bandwidth usage? <3> peterhu can i be ------C ? <2> thats not what i read before but it hits on the same stuff <3> Ashe` i think his point is that it's optional <4> no, as no one is less than JBlitzen <5> Ashe`: i meant amplifying game server bandwidth usage <6> then in c++, how do you read a F1, F2 ect.. key? <3> Ashe` aka i don't have to use ventrilo if i don't wish ? <3> peterhu i'm terrible XD <1> static3d_ - "an experiment" - nuff said ;) <5> Ashe`: teamspeak and ventrilo are perfectly adequate and available <5> hell, even in bf2 most teams use teamspeak/ventrilo <4> yeah, i don't get that <0> Do they change the volume based on the character distance? <5> while bf2 does have a rather crappy ingame voice support <0> Do they modify the voice based on the location? (cavern, etc) <4> pfft it's just fine <4> and i don't need to hunt down any third party server to use voice <2> What's new: <2> M***ively multiplayer games are moving toward adopting a peer-to-peer model. <1> ... <1> no, they're not <1> that doesn't make any sense at all <2> thats a paste <0> Gotta love cheating easily <3> I just want somebody to make a FREE MMORPG that destroy's blizzard <5> Ashe`: that isn't required, because teams don't care for such trivial stuff, they care for organization and team-based activities <6> so, does anyone know?
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