Posted 6-Sep-08 00:22 by DarthInvader12

Multiplayer

: Taken from the FAQ:
:
: "Network Game Implementation
:
: With the client/server structure of the game, wouldn't it be quite easy to implement network game support? Coudn't one just separate the user interface client from the game, run it stand-alone on the remote computer and transfer the client/server communication?
:
: The user interface is actually seperated from the game, it's nothing but another AI module, that is just linked to the main program in order to share some general binary code, e.g. the Delphi runtime environment. The problem is that clients can not run stand-alone since the client/server communication uses a lot of shared memory. The easiest way to implement network gaming is to run the server on every machine simultaneously. But this requires the connection to be more than a normal client, its job would be to exchange all server commands, not just those that concern a single player. I don't think a complete LAN implementation for C-evo would take more than 1000 lines of code. But I didn't find the time yet to develop the interface for the network module. "

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