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Mutiple Clients?
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You really have to design for multiplayer from the beginning. Converting from single player to multiplayer requires too much re-organization of the code if you haven't planned for it.
For methods of how to handle multiplayer programming, I recommend picking up a decent book or locating some decent articles. Sorry, I have no links or recommendations.
[edited by - Waverider on July 22, 2003 4:44:30 PM]
For methods of how to handle multiplayer programming, I recommend picking up a decent book or locating some decent articles. Sorry, I have no links or recommendations.
[edited by - Waverider on July 22, 2003 4:44:30 PM]
I havnt really made a whole game and trying to turn it multiplayer.
I just have it so the server:
ESend(clientSocket, "Whats is your name:");
ESend(clientSocket, "in"); //Command to get input
ERecv(clientSocket, buffer);
PlayerName=buffer;
printf("Recieved name: %s", PlayerName);
ESend(clientSocket, "boot"); //Command to boot a player off the server
[edited by - Eponick on July 22, 2003 4:57:56 PM]
I just have it so the server:
ESend(clientSocket, "Whats is your name:");
ESend(clientSocket, "in"); //Command to get input
ERecv(clientSocket, buffer);
PlayerName=buffer;
printf("Recieved name: %s", PlayerName);
ESend(clientSocket, "boot"); //Command to boot a player off the server
[edited by - Eponick on July 22, 2003 4:57:56 PM]
Yeah, that''s rigth. If you think that client will do everything the server tells it to do - you''re wrong. Imagine that someone cracks game''s protocol and write a client that wouldn''t respond as server expects it to do. What now? 
The client shouldn''t be responsible for anything except processing input/displaying output. The server has to control the whole game and stuff...
darkone
Registered Linux User #317188
The client shouldn''t be responsible for anything except processing input/displaying output. The server has to control the whole game and stuff...
darkone
Registered Linux User #317188
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