Creating Online Games If Possible ?
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TWizard
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Posted: Fri Aug 27, 2010 11:30 pm Post subject: Creating Online Games If Possible ? |
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What I would like to do is create an online multi player game I just don't know how i would start it. All I would think I need to know is how would Load it on the web and be able to have others join the game. I already know how to create nice games. I would like to bring it to the next level if it is possible. |
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Euphoracle
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Posted: Sat Aug 28, 2010 12:35 am Post subject: RE:Creating Online Games If Possible ? |
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Check out the net library. You can't make a brower game with Turing, though, and the net library is quite rudimentary. |
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TerranceN
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Posted: Sat Aug 28, 2010 12:52 am Post subject: RE:Creating Online Games If Possible ? |
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When I use it it uses the full cpu of one of my cores (50% on my dual core laptop and 25% on my quad core desktop) so there is definitely something wrong there. Also, this doesn't even allow you to create packets so if you are sending two pieces of information there is no way to tell if you have received one or the other. If you want to do networked games, Turing is not the best language (not even viable IMO). |
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TheGuardian001
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Posted: Sat Aug 28, 2010 5:07 pm Post subject: Re: Creating Online Games If Possible ? |
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I had a friend who made a 2 player networked game in Turing as his final project once.
It was shit (He was top of our class too, with a 99%) You had to know the IP of the person you wanted to play with (no way around this in any language unless you want to run a dedicated server with a static IP to connect players.) Even once you got the two systems connected, there was no effective way to compensate for network lag, meaning that things would jump around a lot and be horribly unpredictable.
As TerrenceN said, Turing is not the language to do this in. Technically, you could do it, but I really, really wouldn't advise it. The netmodule module will allow you to connect systems together, but anything above 2 people will be an unplayable mess, and even 2 players will probably be a barely playable mess. |
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Tony
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Posted: Sun Aug 29, 2010 5:30 pm Post subject: Re: Creating Online Games If Possible ? |
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TheGuardian001 @ Sat Aug 28, 2010 5:07 pm wrote: Even once you got the two systems connected, there was no effective way to compensate for network lag, meaning that things would jump around a lot and be horribly unpredictable.
To be fair, there are the same problems in with any language. Some have libraries/frameworks that provide tools that could make the development easier, but the network (hardware) lag/packet-drop is not going to magically disappear just because one of the clients is generated with a different compiler. |
Tony's programming blog. DWITE - a programming contest. |
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DtY
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Posted: Sun Aug 29, 2010 6:09 pm Post subject: Re: Creating Online Games If Possible ? |
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TheGuardian001 @ Sat Aug 28, 2010 5:07 pm wrote: You had to know the IP of the person you wanted to play with (no way around this in any language unless you want to run a dedicated server with a static IP to connect players.)
I present to you Zeroconf. Apple uses it extensively (via Bonjour/rendez-vous), if you've ever used a Mac, you can see network shares available right away, shared printers and the like.
I don't know if Turing has enough of a full network stack to implement it though, I think it relies on UDP.
e; This, of course, only works on a LAN, though. |
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