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Torraske

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  1. @S.J.R.: > Of course you should do that where and when it is applicable, but that wasn't my point. My point was that people shouldn't think of UDP as being inferior to TCP because it isn't a fully implemented protocol and should therefore only ever use TCP. As I already stated, you can use TCP, but then please do it with the right reasons to do so. > > Regards, > Stephan. Yes I agree. But I tried to guide the thread to its topic "Ecplipse networking".
  2. I think TCP/UDP may be important, but the connection protocol and the way that game solves the client/server is also interesting. For example, if the server sends a packet every time a player suffers a change of mana, or if takes every change in 500ms and send 1 packet instead 2 (or more). And it do it for every change (not only mana), it can be considered an optimization, and it will directly avoid sending a lot of packets.
  3. Yes, maybe. I will research a bit more about what can I do. Thanks for your replies
  4. Soul, I am from Argentina I dont have enough founds to make the marketing and the other things as you said. This project is for a community who has a very old game and want to make a clone for it. (Because their server is about to close and they want to keep playing) Anyway, I restarted my search for some tool and I found this: (I put the link if someone is insterested, I am not sure if it is allowed in this forum, let me know) http://arianne.sourceforge.net/engine/marauroa.html I didnt study it very much, but it seems to be a MMO engine written in java. It seems to support hundred of connections so I guess it can works
  5. Oh, ok I understand now why it was so confuse for several guys. Anyway, when I say 200 users online, I am thinking it as a maximun number, or a peak. I guess it will have about 100 players ingame as average
  6. @Damian666: > there is a difference between supporting a engine, and hyping it past its capacities ya know… > > yes we support EO, but we arent going to state its the best out there, compared with C and whatnot. > > it will work fine for small games, but anything bigger is just not doable, period. > > Dami I see, but I think my project is "small". A 2D game with 200 users ingame Do you think Eclipse is for an smaller project than it?
  7. Soul: Is your info about the 100 players ingame fresh? Or is it for some years ago? Because since it is near to what I need, maybe the actual computers can handle it better. Tivoilos: Irrlicht an Ogre3D, as far as I know are 3D oriented, and I need a 2D. I think SDL is my best choice if I do it from scratch No ofence, but I was wondering, if a lot of guys in this community suggest me to write a new engine, for an old 2D game. Why are you supporting it? Is it only for learning? I thought Eclipse was fine for a simple 2D game with 200 players online Thanks for the replies at the momment guys
  8. @Soul: > If you want to write an engine, yes, that'd be the best choice. > > If you don't want to write an engine, use Eclipse Origins. Eclipse++ isn't complete and Eclipse.net is bug riddled. The only stable one is Eclipse Origins, which you can find it the Downloads tab. Thanks Soul, I have already downloaded and tested the Eclipse Origins, and I thought it was good enough to my pourpose. But now I am not sure about the connection issue
  9. @Helladen: > Mirage Source 4 can only hold about 100 before lagging. Eclipse Origins uses the same networking with more features/optimizations, if you want to go past 150 range you would need to rewrite the way the networking is handled. To split the network between several servers or write a server in .NET. Thank you very much Helladen! That is what I needed to know. Knowing it, should I use the Eclipse.net or Eclipse++? Or would it be better to rewrite it?
  10. S.J.R. van Schaik: I hate VB, but I wanted to start with an stable engine, and the Eclipse seems to be the best. Since I doesnt need a very fast engine, I think I can face the VB I thought ussing SDL libraries, but I realized that it might be better to start ussing an stable engine. Because I want to focus on the game details. The objective of my project is to build an stable old-like game. It wont have even sprites or animations. I would like to if there is a problem ussing eclipse, is it buggy or have always some problem?
  11. @Peteyyy: > You said you were serious about it. > T_T Sorry, English is not my languaje, maybe I havent been clear. I am serious, but the game that I will build is not "big" or a "professional" game. I think you can build a "small game" in a serious way. And an this small game will have about 200 players online. It is different to me if I am professional or if the game is a professional game.
  12. @Mikekan13: > I mean assuming you spend like 5 grand on a server and have a big enough pipeline I don't see why 1000 would be a problem for EO. Granted it is in vb6 which is obviously slower than C. It all depends on what you are doing, what you have. Thanks, that is what I wanted to know. I have seen some connection engines that allows for example 50 players at the same time without problems, but after that, for a bad core, the connections were processed to slow. An example of this is, if you put some functions in the connection loop, it can works fine for some connection, but after that (X connections) it became too long. (Or sync problems can bother) BTW, do you know someone who have already had about 1000 players in game? Peteyyy _"Basically, if you're wanting a big, successful game, eclipse simple won't cut it. This is a hobbyist engine, not a professional game maker."_ Yes, I understand you now. But I dont need to make a big or professional game. Thanks
  13. @Mikekan13: > experience aside. This really depends on your server, connection speed and how much other stuff you put into the engine. How are we supposed to give you an estimate with at least 3 huge variables that we would essentially have to make up… so here it is: 184 people... Thank you Mikekan13 I am considering a very good connection speed, and the eclipse with the game in the example, my concern is related of how the engine manages the connection. So with the example game and the best connection, would I be able to have 200 people online without problems? (and 1000) It is only to have an idea Peteyyy: (I didnt say I am game developer) Yes I am seriuos, that is the reason I prefer to use an stable engine instead of wasting time in creating from scratch modules that are hard to test myself (200 computers to test?) I dont like to use the players as testers as well. Finally, the game doesnt need the fastest or to have complex systems, so I dont see the reason I should create my own. I didnt know it was designed for teenagers. I will be looking foward other replys to see if they agree with you. BTW, are you a 12-15 years old?
  14. @Peteyyy: > if you have 10 years of C++ experience, created a faster, better, easier engine should be a breeze for you. Ok, I know assembly languaje too, so if I think like you guys, I should do all the engine in assembly only because I know how to do it? I dont want the best engine, and yes indeed I can create one. But I only want someone stable to focus my time on the game details. I dont understand why I should create a new engine if there is one that has 12 years of experiencie with a big community supporting it. I wrote that I know C++ to show why I am looking for the Eclipse++. All these comments lead me to think that eclipse is not so good as I thought
  15. @S.J.R.: > If you have that much experience with C++, then this place is not for you. If you don't, then stop making things up. > > Regards, > Stephan. I would want to know why it is not a place for me. I though eclipse was a good engine. Thanks Peteyyy for your reply I guess is better to do not use the Eclipse++
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