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Posted

hah nice. Are you playing the music yourself?

 

The graphics look a bit cluttered, a lot is going on. Not necessarily a bad thing though.

 

What kind of networking model did you end up with? I remember a topic about it a long time ago.

Posted

Hi,

 

I did play/write the music. :)

 

I'm using a library  call Bnetex which is thinner (code wise) and runs well on Linux, Windows and Mac.

 

Here are some full screen images. It's a little hard to capture the game's layout/quality on video at 854 x 480  and low throughput.

 

- Rich -

 

http://www.phoenixusc.com/Personal_Post_Data/newmap5.jpg

 

 

http://www.phoenixusc.com/Personal_Post_Data/newmap_3.jpg

Posted

Does BnetEx only take care of serialization? Or does it also take care of more stuff specific to games?

Are you are simply sharing x,y (and perhaps z ;) ) values periodically, or doing something more complex to prevent cheating.

Posted
Does BnetEx  only take care of serialization? Or does it also take care of more stuff specific to games?

It does handle serialization. It also handles checksum and other stuff but that is about it.  I handle all of the stuff like compression, encryption and more. I prefer it this way for speed as a thinner net library tends to be faster as far as latency in  processing packets. At any rate it works great.

 

I do send position and other data. Cheating is controlled by the server as it's in charge and maintains a copy of the game state and 'does' make the call on kills, player speed, positioning, how much energy a ship has at a given moment and much more.  So this should help go a long way to control cheating. It is nothing like Subspace's simple packet/data forwarding method (as I understand it).

 

I will be working on this here next week and making changes to balance security and speed/latency.

 

- Rich -

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