lewisje / renderengine

Automatically exported from code.google.com/p/renderengine
MIT License
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Add support for WebSockets to support multiplayer gaming #33

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Create a framework for transmitting and receiving data to and from a 
multiplayer server instance.  The server will most likely be NodeJS based 
(http://nodejs.org) to maintain clean !JavaScript design of engine.  The 
transport should be optimized to reduce network bandwidth and allow high 
throughput.

Original issue reported on code.google.com by bfatt...@gmail.com on 3 Aug 2010 at 1:59

GoogleCodeExporter commented 8 years ago

Original comment by bfatt...@gmail.com on 9 Nov 2010 at 2:32

GoogleCodeExporter commented 8 years ago

Original comment by bfatt...@gmail.com on 10 Feb 2011 at 8:15

GoogleCodeExporter commented 8 years ago
Hello Brett, 

We really admire how rich your engine is. And as I've mentioned in a comment in 
your blog, we decided to use Render for a MMO-RTS game. But being a MMO game, 
the multiplayer support is essential. Do you have any target date for this 
feature? Also, is the v2.0 backward compatible? If we start using the 1.5.* is 
it significantly easy to migrate to v2.0 when it is released and even in the 
middle of our development? Or is it best if we use the current sources of v2.0? 
Thanks in advance!

Original comment by kevin.pa...@gmail.com on 2 Jun 2011 at 6:53

GoogleCodeExporter commented 8 years ago
There is already an implementation of the client side of socket.io in v2.0.0, 
but as yet untested.  I would suggest starting with v2.0.0 for two reasons.  
The first is that v1.5.3 will be unsupported shortly.  The second is that the 
two have a different architecture.  Going forward, any new releases will be 
based on the v2.0.0 architecture since it offers everything v1.5.3 does, but in 
a namespace of its own which keeps things cleaner.  While going from v1.5.3 
isn't impossible, it's still going to be a headache due to restructuring and 
everything being in the namespace.  Plus, the engine's linker is a much simpler 
implementation than the previous version.

Original comment by bfatt...@gmail.com on 2 Jun 2011 at 12:51