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mreinstein avatar mreinstein commented on June 26, 2024 2

@gafferongames I'm happy to write one if that would be helpful. What's the minimal/best place to see how to set up an end-to-end demo?

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mreinstein avatar mreinstein commented on June 26, 2024 1

It has indeed been a while. Lost to the ages I'm afraid. :)

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gafferongames avatar gafferongames commented on June 26, 2024

Good point, there isn't yet, but there should be.

cheers

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gafferongames avatar gafferongames commented on June 26, 2024

Thanks. This would be really helpful. So far the best documentation is kindof in the unit tests, and the soak test. Also, looking at netcode.h, the header there is actually only I think 20 functions?

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gafferongames avatar gafferongames commented on June 26, 2024

Actually, to be fair, the best examples are in client.c and server.c

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gafferongames avatar gafferongames commented on June 26, 2024

or maybe even client_server.c for sort of a top-down view of both sides

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mreinstein avatar mreinstein commented on June 26, 2024

hmm, alright. I guess probably what makes sense is for me to look at the those 3 files and try to set up an integration from scratch. Where's the best place to pester people with questions that come up as I go through it? this github issue/slack/gitter?

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gafferongames avatar gafferongames commented on June 26, 2024

Yeah, you could just pester me here, I don't mind.

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mreinstein avatar mreinstein commented on June 26, 2024

I've looked over client.c, server.c, and client_server.c. I think I have a reasonable idea of how to set this up. 3 questions that come to mind right now:

  • In the README, the 1st listed feature is "connection oriented". But in the netcode 1.0.1 standard, it seems that the whole thing is implemented over UDP, which is connectionless. Am I just getting tripped up on nomenclature here?

  • Is netcode's goal solely handling the matchmaking and encryption aspects of the transport? I'm assuming that whatever game/simulation one builds would likely us yojimbo on top of this for all the higher level sending capabilities?

  • for the browser plugin, why expose netcode's interface, rather than the higher level abstractions that something like yojimbo provides? It seems like the very next thing someone who gets netcode.io working in their web game would want to do would be to have access to message channels, etc.

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mreinstein avatar mreinstein commented on June 26, 2024

@gafferongames an initial stab at a usage guide:

https://gist.github.com/mreinstein/0284fbab6955c246d54224db5f402a24

I took the approach of using c/pseudocode and commenting on the critical code blocks that set up server and client instances.

I know this is super rough but hopefully it's a starting point. Would love some feedback/ideas on how to refine this.

One area that would be great is explaining how to handle multiple servers which I think I saw elsewhere but wasn't sure how to set up.

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mreinstein avatar mreinstein commented on June 26, 2024

I'd like to reiterate that the above is just a 1st pass. If this looks promising I'm happy to collect (hopefully constructive) feedback and make the 2nd pass on this.

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gafferongames avatar gafferongames commented on June 26, 2024

Hi Mike, sorry I've just been super busy and haven't had a chance to check out your work yet. Thanks for helping with this. I appreciate it.

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mreinstein avatar mreinstein commented on June 26, 2024

no worries, I just wanted to ensure any concerned parties this is not anywhere near the final quality/end result. I'm a big believer in rapid iteration and sharing things early to get feedback. When anyone gets a chance to take a look and give notes I'll make another improvement round. :)

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mreinstein avatar mreinstein commented on June 26, 2024

I haven't forgotten about this, still planning to do another update today or tomorrow after I un-bury myself from current work. :)

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amit1072 avatar amit1072 commented on June 26, 2024

@gafferongames an initial stab at a usage guide:

https://gist.github.com/mreinstein/0284fbab6955c246d54224db5f402a24

I took the approach of using c/pseudocode and commenting on the critical code blocks that set up server and client instances.

I know this is super rough but hopefully it's a starting point. Would love some feedback/ideas on how to refine this.

One area that would be great is explaining how to handle multiple servers which I think I saw elsewhere but wasn't sure how to set up.

Hi mreinstein, I know its been a while, the github url didn't work, is this removed?

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