Their implementation is too simple. It's just UDP. Hardly worth calling a library.
Their implementation is too simple. It's just UDP. Hardly worth calling a library.
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.
I think ENet is the closest it will get for free, and paid http://www.demonware.net/
From brazil (:
Pascal pownz!
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.
Hmm.. did somebody already do that?
http://www.assembla.com/spaces/ENET_...ubversion_tool
Source: http://subversion.assembla.com/svn/ENET_PASCAL/
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.
That project of yours for which you made the above requirements along with 10 mb/sec bandwidth... Is it a MMORPG?
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.
You realize the "faux pas" behind MMO projects by small developers, right?
Why does my skin crawl when a new member's first project is a huge MMO or RPG...
Well I'll save the long discussion, because I don't want to take your thread too far off-topic, but here is a link to a very recent discussion about this very matter. I hope it helps, even only if to a degree. (Since I don't know what your project is supposed to be exactly in all fairness.)
There is no problem with the MO part, but any hobbyist developer should steer WAY clear away from huge amounts of content/asset requirements. They are project killers.
Bookmarks