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1  Game Development / Game Play & Game Design / Re: RTS networking setup - what is best? on: 2009-10-09 17:26:56
Thanks

So, something like this...?

In my main(  I create two instances of ChatClass,
both with localhost addresses...
With an ObjectOutputStream on one connecting to an ObjectInputStream on the other?
And I have both with chat windows ...TextArea, Textfield
?
There should be no firewall issues with that?
Thanks

2  Game Development / Game Play & Game Design / Re: RTS networking setup - what is best? on: 2009-10-09 15:04:16
Thx, all,

I'd like to go with TCP, then.
Would that mean each player/client has a connection to every other client? relaying out timestamped activity info?
Isnt that a serious burden, or will an array of OutputStreams and a separate array of InputStreams be quite managable? 

So, would my client constuctor take an array of outputstreams and InputStreams, or IPaddresses? Should I choose any port number for my game?
3  Game Development / Game Play & Game Design / RTS networking setup - what is best? on: 2009-10-06 19:36:46
Hi

I previously made an RTS, network playable.
It functioned by having the game divided into frames, each frame basically being the game loop.
Each player/client had to send a datagram containing movement info for that frame to the server, which was relayed to each client.
Is this the reccomended way to do the network aspect... with datagrams?
or is there an input / output stream, preferred way?
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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