I've been looking on the internet, but I can't really find any good answers to all my questions. I started to think about writing a little multiplayer game on my own and after thinking and thinking and thinking about how I should begin I came to the conclusion, that implementing the network communication part at first wouldn't be a bad idea since the testing part becomes 'easier'. So my first question is: Is there any library that would make my life easier if I wanted to write the server part in C++? I just don't know how one would implement the communication between server and client. Imagine a game that is made up of blocks (like minecraft if you want) but the client should only receive a tiny part of that map.
So my question at this one is: Would you send raw byte data? Or would you use more abstract formats like XML? Let us assume that this should work with 'many' clients as well. And here is another thing. Would one use either a single thread that collects all connections and sends requests to specific worker threads or would you create a new thread for every single connection that is established to the server? One library to use is, which implements a generic network API suitable for many games. Or even, which just handles the low-level network events.
The package includes an example of 8 Ball Pool game logic, Artificial intelligence and Hotseat mode, room and table, multiplayer mode on the basis. PUN, and Unity 'Real-time Networking' (with 'Client-Server' architecture), also can easily converted for others server, such as Photon Server in one script.
There is not a direct need for threads on most platforms, though Windows forces their use for large numbers of clients. Separate threads can be useful when you need a fixed response time or a constant packet send rate, less so for less action-y games. Send raw bye data, compressed/packed as best you can. It lets clients with worse connections play better, is faster, and keeps your server bandwidth costs down. Some platforms (not yours most likely) have requirements that the game be playable at some low bandwidth like 128kbps, so packing your packets efficiently is a good skill to cultivate. Good game network programmers tend to get hired quickly and paid towards the higher end for game devs, and knowing how to keep bandwidth usage low is part of that skill set.
XML is great for a number of reasons, but being small isn't one of them. Packing mostly comes down to only using as many bits as you need and no more.
If all your tiles can be enumerated with 4 bits, pack two tiles per byte. It's a bit more work when things don't line up nicely, but not much. If you use floats, consider writing the code for 16-bit half-precision or custom precision and use that as appropriate (its only a few lines of code - I have a simple template that supports arbitrary mantissa and exponent sizes and optional sign bit that I can also use for half-precision; converting to and from single and double precision is super simple.) It can be helpful to have a bitstream (vs the usual byte stream) buffer that you can read and write values to. Actually handling the networking part differs heavily by platform, which is why libevent is useful. Best recommendation there is to not worry deeply about it unless you want to be a pro game network coder. If you so want to learn, your best bet is to just read a lot of books and online docs on hoe each OS's network stack and API works.
Making Linux work well is very different than an XBox, for instance. Only send meaningful changes.
If an object is not moving, there is no need to send position. Likewise, if the client he already been sent a chunk if the world and it hadn't changed, don't send it again. Use some form of Area of Interest filtering to send only relevant things to each client. The client cant see an object 10 miles away, so don't send updates about that object. Just send updates about nearby objects. As always, read the networking articles for a good light introduction to networking games. To answer your first question, yes there is.
In fact there is a lot of libraries available for network programming in C++. Since you're writing a game already then I'd suggest using the sockets from SFML or maybe even use SFML to create your game. Pnp0800 Pc Speaker Driver here. On the other hand you could always take a look at boost or qt as well.
About the packet usage, always think about speed and peformance. Sending in XML format would require larger packets which would decrease the speed and performance and may/may not create lag. About threads for the connections. Well as I have already suggested SFML then I'd just referre to the selector they have: Also writing both the client and server in the same language would be far the best idea in my opinion, because first of all you can share your code much easier, handling packets will be a lot easier as well, because you could just use the same packet layout over and over.
As well cryptography implementation would be way easier. You would also end up doing a lot of double work. I understand you said you wish for the server to be in c++, but since you tagged Java I will go with that instead as I do not have experience with c++. Library called is designed for games and provides a server and client implementation and can serialize any class and send it across the wire also works on android with which for me is a plus. Transfer of data can be either XML or data if you are going with sending chunks of the map (like minecraft) then the raw chunk file would be best.
Updates on the other hand would need a structure to be sent (Note: Kryonet will allow sending of a file and sending of a class which gives you both raw and structured you would need). As for your other questions, I will let others answer as Kryonet pretty much abstracted a lot of those issue so I yet to encounter them. Reaching every platform is crucial.
Linux and Mac geeks are enthusiastic about games that support them from day one. Speed up your game after you get at least one non windows (Android, Dream, Linux, iOS) version up. Structure your data in XML, then worry about compressing it to efficient packets, later. In most cases, a generic compression of XML is good enough. If not, optimize the piggy high performance bottlenecks. C++ is for pros. Consider something friendlier for your first game.
A lisp is good. Java is good. CPU speed / compiled code will not be your bottleneck, in 2017. Your network will.
Map out every millisecond of user time, and be very wary of any delay over 400ms for any user action. 'C++ is for pros. Consider something friendlier for your first game. A lisp is good. Java is good. CPU speed / compiled code will not be your bottleneck, in 2017. Your network will.
' - I entirely disagree with this statement. C++ may not be a good start for an MMO, but it is certainly not 'for pros'; if it was, generic programming courses would not start new programmers off by teaching them C++. Furthermore, I can tell you full stop that yes; CPU speed can very much be a bottleneck in 2017.
– Jan 21 at 22:22. 'Reaching every platform is crucial' - I disagree with this; it completely depends on your target audience. 'Speed up your game after you get at least one non windows' - I'm not sure what you're implying there, so performance isn't necessary on Windows?
'Structure your data in XML' - Is this the 90s? There are far better data structures than XML ex. Json for example; I'd even argue that isn't that well to use either. If you have the possibility you should store data in binary, since it's way faster to load/save. Depending on the data you can use json or anything alike ofc. – Oct 15 at 13:16.
Unity is the number one game engine, the favorite of game developers working on iOS apps and console games alike. This course picks up the programming side of Unity, continuing where our other Unity courses leave off. Michael House concentrates on scripting, custom GUI controls, prefab customization, multiplayer networking features like chat, and optimizations that will make your game play better on mobile devices and desktops alike.
Take a deep dive into Unity's controls and learn how to build more interactive, high-performance 3D games. NOTE: This course requires Unity 4.5.5. The newer versions of Unity have done away with the GUI system used in this course, so the interfaces included for many of the scenes will not work with 4.6 and higher. You can download Unity 4.5.5. Instructor •. Related courses • Course By: Sue Blackman 5h 28m 29s • Course By: Sue Blackman 5h 28m 29s • Course By: Sue Blackman 10h 52m 5s • Course By: Sue Blackman 10h 52m 5s • Course By: Adam Crespi 1h 19m 12s • Course By: Adam Crespi 1h 19m 12s • Course By: Adam Crespi 3h 9m 17s • Course By: Adam Crespi 3h 9m 17s • Course Transcript - [Voiceover] Hi, I'm Michael House, and welcome to Advanced Unity 3D Game Programming. In this course, we'll look at how to bring our game to life using the C# programming language in Unity Scripts.
I'll start by showing you how to create basic scripts and use the debugger. Then we'll create a custom pre-fab system to allow end-users to mod your game. Next, we'll create procedurally generated Voxel Terrain landscapes. Finally, I'll show you how to implement a number of common game development algorithms in Unity and techniques for optimizing your game.
We'll be covering all of these features plus plenty of other tools and techniques. Now let's get started with Advance Unity 3D Game Programming. • Practice while you learn with exercise files. Watch this course anytime, anywhere. Course Contents • Introduction Introduction • • • • 1.
Basic Scripting 1. Basic Scripting • • • • • • • • • 2. Using the Debugger 2. Using the Debugger • • • • • • 3. Prefabs • • • • 4.
Advanced Scripting 4. Advanced Scripting • • • • • • • • • 5. Dynamic Terrain 5.
Dynamic Terrain • • • • • 6. Creating Custom GUI Controls 6. Creating Custom GUI Controls • • • • • • • 7. Networking 7. Networking • • • • • • • • 8.
Optimization 8. Optimization • • • • • 9.
Extending the Editor 9. Extending the Editor • • • • Conclusion Conclusion •.