Game Development Community

Recommend a good network library?

by Paul Griffiths · in Torque Game Engine · 06/27/2006 (7:55 pm) · 30 replies

Hi, I'm building a web cam capture library in to torque and am implementing broadcast function.
Any one know a good multithreading network library which implements TCP & UDP?
Thanks for any info :)
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#21
06/29/2006 (3:27 pm)
Thanks Dave.
Whats the difference between static & dynamic linking?
#22
06/29/2006 (3:52 pm)
I won't be using HawkNL, theres no examples with the docs so going to be impossible for me.
Finding a simple library is hard.
#24
07/02/2006 (2:54 am)
Err, I don't understand why you can't use TGE's networking... its one of the best networking codes around...
of course you can send other data than strings and of course you can send images, videos or whatever data you have from one player to other players (over the server) - I really don't see your point of using any other network library here.
#25
07/02/2006 (3:15 am)
Paul, I'm going to throw out some advice here. I can't explain very easily, but I'm pretty experienced with Torque and I'm of the opinion that your best bet is to learn Torque networking. It can definitely do everything you desire.

If you spend a couple of days reading all the docs you can find then I think you'll find it a better use of your time than searching for other networking libraries. Using the powerful and versatile net code you already have is a good idea.

Ian
#26
07/02/2006 (8:29 am)
My current setup is one server and many clients(players).

Each player has to send an image to every other player.
Lets say we have 64 players. and it takes 1 second to transmit a 3000 bytes image.
Player sends image to server(1 second), server transmits it to every other player(64 seconds).
Multiply that by each player and that's 69 minutes(65 * 64) before game starts. That's the problem with going through the server.

If i can do direct player to player that will be reduced considerably to no more than 64 seconds.

The only way i can do it is to create my own net code and go from there.

[edit] corrected image size typo.
#27
07/02/2006 (8:44 am)
Quote:The only way i can do it is to create my own net code and go from there.

Um, no you can do that in Torque fine. Look at the TCPObject for instance.

But apart from that, your system sounds like a nightmare.

I think you'll find a good server with a good connection will handle distribution better than a load of clients on unknown connections. If each image is 3000k, you're asking a guy with a standard home connection to serve 64 * 3megs: 190megs upload. Have you tried to upload 190 megs recently? Even if you typo-d and the image is 300k, 19 megs is still substantial for a client. A server in a server-farm will handle it a lot better.

Ian
#28
07/02/2006 (8:52 am)
Sorry for the typo, its 3000 bytes not 3000k. The image is 160 x 120 JPG
#29
07/02/2006 (8:58 am)
I'm on a nill budget and can't afford a load of main servers to go through. so doing direct player to player seems the only way for me.
#30
07/02/2006 (11:12 am)
Well fair enough, if you do want to go down that route TGE networking will do fine. Get the server to send each client the relevant IPs, open a TCP or whatever connection to them and send the files.

Ian
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