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Mail Archives: djgpp/1999/06/01/15:16:48

From: plogarithm AT yahoo DOT com (Plog)
Newsgroups: comp.os.msdos.djgpp
Subject: Internet Game; code/functions needed... :-)
Date: Tue, 01 Jun 1999 18:40:05 GMT
Organization: Customer of Planet Online
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp
Reply-To: djgpp AT delorie DOT com

I'm currently writing a shoot-em-up game using DJGPP (development of
which can be seen at the address below), and I've had various requests
from pals to add an online feature for Internet battles... Only prob
is, I haven't got a clue where to start!
I basically need some C/C++ code tailored to modem-useage; a set of
functions specifically for use in games would be best (I can't find
any Allegro functions for this). Plus it'd be useful to have a good
idea of what is actually involved in programming internet games...
I've heard/read about stuff like IPX guff, sending 'packets' of data,
pings (time to send data from A to B and back again??), but I don't
know the details...
I'm assuming that within the game, the main thing is to send data
updating things like player positions/actions; but how often do these
updates have to be done? Every frame?? I imagine a top priority is in
preventing 'divergence' of the games on the connected computers...
This could be made difficult by data lost in communication, right? And
exactly what is the role of the 'host'??

I imagine there're several answers to my Qs (and plenty more Qs that I
should have asked!), but I'd much appreciate any info, links, tips,
code, etc...
Even if I can't add the internet feature to my current project,
MatterBlaster 3, it'd be kool to have a set of functions that I can
easily adjust to be used in any future games that I write... after
all, online gaming does seem to be the future... :-)

Cheers in advance,

Plog.
plogarithm AT yahoo DOT com
http://freespace.virgin.net/sheila.crofts/MatterBlaster.html

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