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Thread: Game Network Library

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  1. #1
    Asphyre Sphinx 2 has networking component TNetCom based on UDP protocol that should cover many of your points. However, high-level stuff such as session control and reliable delivery you will have to implement yourself as an additional layer on top of it. Previously it supported reliable packets, but it was dropped since this support should be part of application layer and not TNetCom itself.

  2. #2
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    Their implementation is too simple. It's just UDP. Hardly worth calling a library.

  3. #3
    Co-Founder / PGD Elder WILL's Avatar
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    You may be hard pressed to find exactly what you are looking for. You do ask for quite a bit in your post. If your needs are so specific and you are not satisfied to work with what is available, you may be stuck with writing your own.

    Usually there are game libraries that have a few features or a couple of big libraries with a ton of features. Even working in C, I doubt you'll find exactly what you are looking for without a little bit of leg work. I'd recommend working with a library that has the basics and build up to what your game project(s) require.
    Jason McMillen
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  4. #4
    I think ENet is the closest it will get for free, and paid http://www.demonware.net/
    From brazil (:

    Pascal pownz!

  5. #5
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    Agreed. ENet is very close to the requirements. It's drawback is that it's in C, will require either conversion or wrapping in Pascal, and hasn't been worked on for a good while.

    Demonware isn't a goer unless you have some serious capital to sink into the project.

  6. #6
    Quote Originally Posted by igmac View Post
    Agreed. ENet is very close to the requirements. It's drawback is that it's in C, will require either conversion or wrapping in Pascal, and hasn't been worked on for a good while.
    Hmm.. did somebody already do that?
    http://www.assembla.com/spaces/ENET_...ubversion_tool
    Source: http://subversion.assembla.com/svn/ENET_PASCAL/

  7. #7
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    Quote Originally Posted by User137 View Post
    That will probably prove useful thanks 137

  8. #8
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    Yes Will, the needs are specific, but unfortunately I can't really see any way of ignoring any of them unless I were to layer it into an even simpler form. For example, UDP, then Reliable UDP, then Seq. Reliable UDP, then bandwidth, sessions, etc... Ultimately I can't see any other than the simplest of games (2 or so players) needing less than what I've given there.

    The layers I've mentioned are the way to write it anyway.

  9. #9
    That project of yours for which you made the above requirements along with 10 mb/sec bandwidth... Is it a MMORPG?

  10. #10
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    Yes to a degree Lifepower. MMO definitely, but not particularly RPG, though it has persistence. Perhaps thinking of it as an MMO persistent world simulator would be a closer definition.

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