Re: [GD-Windows] Network code
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From: Mike <mi...@ge...> - 2004-07-31 02:23:54
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we use HawkNL with pretty good results, it is a layer above sockets, provides a number of message types and is cross-platform. www.rakkarsoft.com also provide their own network API that is freely licensable if you email them nice ;} i'm considering using rakkar's system for our v2 engine. mike w www.gekidodesigns.com Brian Hook wrote: >>Hello all. This post was inspired by a recent thread on the >>DirectXDev mailing list, where I learned that Microsoft appears to >>be planning to stop developing DirectPlay by the end of the year. > > > WHAT?! That's unpossible, DirectPlay was SO MUCH BETTER THAN ANYTHING > ANY DEVELOPER COULD DO BY THEMSELVES!!!!!!1111 (Sorry, inside joke > for anyone that remembers that thread from the Tony Cox days). > > >>I'm wondering what people here use for their network code these >>days. Does everyone roll their own API based on something low- >>level (like UDP), or are there commercially available APIs (or open >>source APIs) that people have had good experiences with?. > > > http://enet.cubik.org, all your UDP goodness you'll need or want. > It's low level and implements reliable-on-UDP, but high level stuff > such as managing object state is still up to you. > > Brian > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by OSTG. Have you noticed the changes on > Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, > one more big change to announce. We are now OSTG- Open Source Technology > Group. Come see the changes on the new OSTG site. www.ostg.com > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > > |