[PLUGIN] Network v0.3a update*** Forum Home > Construct Classic > Construct Classic Discussion > Work-in-progress addons |
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Topic: [PLUGIN] Network v0.3a update***Posted: 23 Jul 2011 at 6:57pm |
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Here it is folks...I think I've worked out enough bugs to be comfortable posting an Alpha.
![]() I implemented the plugin on top of ENET (a very fast lightweight UDP library). ENET was specifically designed for fast online multiplayer gaming. http://enet.bespin.org/ It can be used for free or commercial games w/o cost just reference me and the ENET license http://enet.bespin.org/License.html. The plugin uses UDP (both a fast unreliable (e.g. position updates) and a slower reliable (e.g. chats)) for communication. It also supports virtual channels so you should never put reliable and unreliable comms on same channel. I built an example net shooter game w/ CC v1.1 to show you how it works and also included a short README. ![]() Network Plugin - Download Updated v0.3a - Aug 14th to add condition "On connect failed" for the client and fixed chat bug (you can type any characters now). Enjoy! Edited by scidave - 14 Aug 2011 at 9:38pm |
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Posted: 23 Jul 2011 at 7:57pm |
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Wow, its nice and simple as well.
Runs off to play. Makes new thread on forum called "Lets talk turn based games". Nice job there Scidave, Construct is officially now multiplayer. |
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Posted: 23 Jul 2011 at 10:50pm |
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Amazing! =D I can't wait to play around with this
Thanks a tonne SciDave! |
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Posted: 24 Jul 2011 at 12:03am |
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YES! Finally!
Networking with Construct. Hopefully this will become a standard plug for future releases of CC ![]() Can't wait to test it myself. Your work is much appreciated. Thank you. (But don't you dare to take a break now )
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Posted: 24 Jul 2011 at 4:58am |
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Is there any kind of prediction in this?
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Posted: 24 Jul 2011 at 5:31pm |
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Wow!, nice job scidave
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Posted: 24 Jul 2011 at 11:20pm |
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Awesome! Can't wait for a tutorial.
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Posted: 25 Jul 2011 at 1:48pm |
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Nope. It does keep track of ping RoundTripTime (although I haven't exposed that yet) so I could add prediction, but I have no plans to. There is no lag compensation built into the plugin. If you are wondering if you should finish the Online plugin..I'd say definitely yes! That plugin is much different than mine with player tracking, uses parameter actions to push new parameters, and with your plan to add lag compensation would make online much better. I see my plugin being more for really simple games/turn based games or users who know how to add prediction/lag compensation to their games. @Phobos and all Thanks! I don't know how many hours I put into this plugin so it feels good to have released it. :-) The readme combined with the net shooter.cap should serve as the tutorial. It is super simple to use. Edit: Although, I probably will due a tut once the final plugin is released.. but who knows when that will be. ;-) Edited by scidave - 25 Jul 2011 at 5:26pm |
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Posted: 26 Jul 2011 at 6:26am |
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This is freaking awesome!!!
Already reworking on some projects now thanks to this!! Amazing scidave |
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Posted: 26 Jul 2011 at 7:40am |
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still haven't had the chance to try this, and I really haven't look into network code yet, but I would definitely want to be able to add my own prediction. I'm assuming this RoundTripTime is needed to be able to attempt any real prediction, could you please add an expression for it?
thanks again for this |
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