xnamahx / JanusLiteNetLib

C# with multiplayer over network using Timeline
3 stars 1 forks source link

Peer-to-peer #2

Open Eluem opened 4 years ago

Eluem commented 4 years ago

Hey, I've been looking around for a way to implement this for a fully peer-to-peer model. Would you be able to point me in the right direction or possibly allow me to help extend the framework to include a TimelinesPeer instead of just timelines server and timelines client objects? I'm hoping for peers that can have variable authority over objects and interactions based on context an other factors. I'm hoping to achieve what was stated as possible from the paper about this toolkit: "The decision to use a central message router was made purely for simplicity of implementation, and could be replaced by true peer-to-peer message broadcasting techniques."

I'm also very interested in using concepts from this paper: https://dl.acm.org/doi/10.1145/857076.857078

As well as many other concepts from the other articles referenced.

Please let me know! Any push will help!

xnamahx commented 4 years ago

Hi @Eluem

Searching about how to add multiplayer over network for a personal project (a game using Monogame) I found the paper "Timelines: simplifying the programming of lag compensation for the next generation of networked games" great reading :) There is a reference about Janus toolkit in that document, googling I found http://dundee.cs.queensu.ca/wiki/index.php?title=Janus2&oldid=6473 with a link to the lib that saves me a lot.

Sadly the project is abandoned for the moment. Cant help further.

Eluem commented 4 years ago

I just realized that I can download the source code for Janus2. I was originally trying to work on this directly in unity and it seems like everything was compiled for that.. or something.. not sure exactly. Either way, I couldn't access the source in an obvious manner. However, now I see that I can grab it from your link and I can just edit it myself and change it to be peer-to-peer instead of client-server.

Thank you!