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[LIDGREN TUTORIAL]

Discussion in 'Multiplayer' started by runningbird, Jul 21, 2010.

  1. runningbird

    runningbird

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    382
    Sure thing I will work on a video this week and put up some screens etc.
     
  2. BigB

    BigB

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    Oct 16, 2008
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    672
    pm sent runningbird ;)
     
  3. Selfproclaimed

    Selfproclaimed

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    Jun 5, 2011
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    So my game will be using this for sure. And specially since you will be making a mmo kit which reflects so perfect on our current project :). Keep up the good work:D
     
  4. shaliman

    shaliman

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    May 12, 2009
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    Hi, +1 in the customer list :) I waiting demo...
     
  5. nab477

    nab477

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    Jun 14, 2011
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    will the framework include lobby systems ?
    (create a lobby, join a lobby, chatting for the people inside the lobby ...etc)

    in-game chat system ?

    does it connect to a DB ? if so, any specific requirements ? (mysql, mssql ..etc)

    I'm more interested in turn-based game networking (e.g. chess, checkers ..etc)

    so, I'm already assuming that it will have some sort of RPC system.
     
  6. runningbird

    runningbird

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    The core Network engine is based on a socket server so it uses messaging etc.

    It already includes the chat functionality.

    In the next few weeks I will be working on the Master Server / Lobby system.
    This will include the database portion as well.

    I plan on implementing both MS SQL and MySQL for the database back and maybe some others as well.

    A turn based game is a really good idea for an example as well.

    Chat demo is coming soon
     
  7. BloodFist

    BloodFist

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    Mar 10, 2011
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    Will we be able to use peer to peer with this engine?
    I'm going to build a role-playing fps which will host around 250 players MAX at first. Will this engine handle all of them shooting at the same time for example, provided proper hardware ?
    I was thinking of using peer-to-peer on certain data to decrease the load. Thanks.
     
  8. runningbird

    runningbird

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    You will be able to do peer to peer via a client is acting as a server like Quake 3 or Halo etc.

    This will handle 250 players + bullets etc depending on hardware.
     
  9. runningbird

    runningbird

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    Ok there is a Chat Demo on my website http://runningbirdstudios.com

    You can test it out, please remember this is still alpha version stuff ... proof of concept.

    I just now today was able to have time to get projectiles working a bit the position and transform is a bit off when sending over the network so I'm fixing that.

    Once I'm done I'll update the Demo with this.

    Also I have a few questions about the server software and what people would want:
    1. Windows, Mac, and Linux capable
    2. Full application with configuration screens etc
    3. Console only application with an xml config
    4. Windows / Mac / Linux service with an xml config
    5. Web Page that shows the server status
    6. ability to start and stop the service from the web page.
    7. any other ideas?

    Please rate which is more important to you and also if you have any other suggestions.

    Since we have a long weekend coming up I might be able to get the demo video finished.

    Thanks,
    Jason Burch
    Runningbird Studios
     
  10. runningbird

    runningbird

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    UPDATE:
    Ok so I'm having issues still with the projectiles...
    Figured instead of tracking the position and rotation that I should just use local physics for it etc.

    You can download the demo and the demo server from our website now.
    Just register and you'll get access to the demo.

    We will be updating the Chasgui Network Engine in the next few days and here's an example on just how easy it is to implement into your Unity Game.

    Server Example is in C#
    ***********************
    //Add these to the top of your script file
    using System;
    using System.Threading;
    using RunningbirdStudios.Chasgui.Server;

    private void Start()
    {
    //Set the port, MaxPlayers, and GameName / "WorldName"
    Messages.Port = 843;
    Messages.MaxPlayers = 100;
    Messages.GameName = "demo";
    Server.Start();
    }

    private Update()
    {
    Server.Update();
    }

    so in theory you could have as many servers running on different ports that your machine can handle
     
    Last edited: Jul 21, 2011
  11. runningbird

    runningbird

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    Sep 3, 2009
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    382
    Ok so projectiles are not networked but there is a bool on the networkedobject now IsFiring.

    So on player updates if the remote player is firing it will create a bullet using the gun script.

    I have to make it a bit smoother then I will finalize this demo and release it to the wild.