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01.31.2006 at 05:38AM PST, ID: 21716847
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Game Programming, C++, MFC over a network

Tags: game, mfc, programming, network
Hi!
I am wrting a game using C++, MFC, Sockets to be played by at least two players over a network.
Can you please recommend any web site etc where I can find some basic code for my game. I want to make this game as simple as possible.
Thnx
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Question Stats
Zone: Programming
Question Asked By: khawaib
Solution Provided By: OBWANDO
Participating Experts: 2
Solution Grade: A
Views: 21
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02.08.2006 at 01:39PM PST, ID: 15907049

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02.11.2006 at 07:41AM PST, ID: 15930740

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02.21.2006 at 04:27AM PST, ID: 16007891

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02.21.2006 at 05:08AM PST, ID: 16008245

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02.24.2006 at 04:33AM PST, ID: 16037776

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02.24.2006 at 09:32AM PST, ID: 16040354

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02.27.2006 at 07:58AM PST, ID: 16056113

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02.27.2006 at 08:43AM PST, ID: 16056531

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02.08.2006 at 01:39PM PST, ID: 15907049
http://www.gamedev.net/
http://sjbrown.ezide.com/games/writing-games.html  << 1/3 down has internet play / etc....
http://www.stanford.edu/~jjshed/coding/   << has some stuff you might be interested in at the bottom.

--OBWANDO
Accepted Solution
 
02.11.2006 at 07:41AM PST, ID: 15930740
other things:
1. you could use directplay
2. you could use OpenPlay (open-source, the successor to Apple's NetSprocket game networking interface):
http://sourceforge.net/projects/openplay
3. you could use the Torque Network Library, open-source version.
http://www.opentnl.org/

-d
 
02.21.2006 at 04:27AM PST, ID: 16007891
Thnx OBWANDO n davebytes,
I have managed my sockets to connect and bind. Now I am confused that how client and server will know whats hapening on each others interface. Whats the best way of sending and recieving that whats hapening at client and server.
thnx
 
02.21.2006 at 05:08AM PST, ID: 16008245
You should look at the data you plan on sending, and the amount of it. Remember that the more information will have a harder time with delivery. Using delta, and reference structures are the way to go, and you will find most games that use real time data facilitate it this way.

Also, if you have multiple objects, then you need to look at giving perhaps an initializer for each client that may need to know, and all of the information to allow them to calculate the motion / action, and correct it with each heartbeat of the server. This way gameplay can be smooth, and interpolated, yet accurate within the amount of ping time allowed from heartbeat to heartbeat.

Think of it this way. The server is playing the game, all of the clients are like dumb terminals just showing the players what is going on in the game. Except in this case, the dumb terminals are doing a lot more than just showing text and moving a simple window.

For example, say a player shoots another player.  The server will receive the command to shoot from player 1. It will then calculate the trace from point a to point B. If player 2 happens to be in the trace, then player 2 will receive a message to show its user an animation of getting shot, and decrement the score. Player 1 will also receive a message showing player 2 twitching from getting shot, and see his score increment as well.

Hope it helps.

--OBWANDO
 
02.24.2006 at 04:33AM PST, ID: 16037776
Are there any examples available on internet where I can find some code and see how these data structures are used. At the moment I have a server and a client and I only can send a string message but I am working on a game like connect four as a start.

thnx
 
02.24.2006 at 09:32AM PST, ID: 16040354
This may be a bit in depth, but some of the best netcode is in quake base engines which you can get the source here:

http://www.idsoftware.com/business/techdownloads/

Another good one is UT 2003/2004 code at http://wiki.beyondunreal.com/wiki/

Its a little different as its unrealscript, but its still class based, and good to learn.

You can also look at the torque engine as well

http://www.garagegames.com/

--OBWANDO
 
02.27.2006 at 07:58AM PST, ID: 16056113
Thnx OBWANDO!

I have started to make a game connect 4 as start. I am not good in programming so it will take me while to understand all this.

I will appreciate if you share with me any related source code or links which you come accross or you have in future.

I am closing this topic and giving you points.

khawaib@yahoo.co.uk
thnx again
 
02.27.2006 at 08:43AM PST, ID: 16056531
I'm so glad to see that I got no points, and that obwando also duplicated my listing of the Torque network code... ;)
 
 
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