Thread: [Balder-devel] FWD: Crystal-main
Status: Beta
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holomorph
From: bhansen <bh...@uv...> - 2002-05-09 00:34:59
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Not sure if you guys are on the CS man mailing list so figgured I'de post this, for anyone that has time and wants to look at networking done in a CS project. Anyway, the planeshift website is here http://www.planeshift.it although now that I look at it, the sources download page seems to be "under construction". Hmm. well here's the origional post: Subject: [CsMain] Re: Planeshift Networking On Planeshift we implemented our own networking, although Matze has been= making noises about completely redoing it again so I doubt it will ever= make it into CS. The world is not propagated, but *which* world to load (anticipating when= we have multiple zones) is transferred from the server to the client at= load time. For the guy with the anime screenshot (who was gloating a little bit :-),= you might check out the Planeshift networking code as a starting point.= There is really a lot to doing it right, I'm afraid. Places to start= would be /common/net/netbase.cpp and /server/netthread.cpp. Good luck, Keith Fulton > >I notice when I start Planeshift it downloads the level? This is very >interesting. Does that mean you can modify the world file that's used and >post that to the server, and that level is then downloaded to the client >and >loaded after connecting? > >I'm starting to work on a project and I was thinking of doing something >similar - except the project I'm working on can require multiple= developers >to submit mesh objects to a centralized location and when the clients >connect those are all built and put into a single world file and= downloaded >to each client on connection. > >Also, what sort of network library is being used to make this a= multiplayer >environment? Is it something that's been developed internally for the >Planeshift project? Is that something that could be included in the CS >distribution, or maybe as some plugin? > >Just wondering! > >- Brent |