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 11 
 on: 2019-11-14 12:07:06 
Started by SkyAphid - Last post by princec
Can some kind soul enlighten me as to what these libraries do that you can't very easily be doing yourself but with less surprise and more control?

Cas Smiley

 12 
 on: 2019-11-14 10:49:33 
Started by FabulousFellini - Last post by CommanderKeith
Thank you Jon, that's interesting and I wasn't aware of that problem.

 13 
 on: 2019-11-14 10:28:47 
Started by SkyAphid - Last post by ral0r2
I'm by no far a network specialist and I think it someone depends on your requirements but for myself I found kryonet pretty good and straightforward.

The points you mentioned are somewhat true though I was also struggling with finding good maintained documentations.
But with the stuff you can find online you can go pretty far I think.

KryoNet also lists some alternatives as well. I`ve never heard about one of them though..

Quote

The http://mina.apache.org/ project is similar to KryoNet. MINA's API is lower level and a great deal more complicated. Even the simplest client/server will require a lot more code to be written. MINA also is not integrated with a robust serialization framework and doesn't intrinsically support RMI.

The https://code.google.com/archive/p/jgn/ project is a minimal layer over NIO. It provides TCP networking similar to KryoNet, but without the higher level features. Priobit requires all network communication to occur on a single thread.

The https://code.google.com/archive/p/jgn/ project is a higher level library similar to KryoNet. JGN does not have as simple of an API.


Source: https://github.com/EsotericSoftware/kryonet#kryonet-versus-

 14 
 on: 2019-11-14 09:03:44 
Started by SkyAphid - Last post by VaTTeRGeR
Project Zomboid switched over to some Java-binding of RakNet, JRakNet looks pretty usable. Otherwise i would roll my own networking module with some threading and non-blocking ringbuffers (LMAX disruptor type).

 15 
 on: 2019-11-14 08:16:24 
Started by ForTheKillz - Last post by ForTheKillz
It works, thanks!!

 16 
 on: 2019-11-14 03:57:55 
Started by SkyAphid - Last post by SkyAphid
Hey guys.

So on the weekends I'm playing around with learning some networking. I've learned some basic networking with Java sockets and want to try to go a bit further down the road and make a simple little game. I'm wanting to essentially remake the first game I ever made in Java into a basic little multiplayer test (it was essentially a Megaman Battle Network game, specifically centered on the combat).

I've done my research and it seems that Netty is the most up to date and functioning API for Java for networking. That said, it's meant for very broad usage and I can't find any good examples of making a game client/server with it. I was wondering if anyone could direct me to some simple resources that makes some sort of Hello World for it that sustains a game loop? I'm looking to use TCP/IP for simplicity.

I looked at KyroNet, but it seems like it's being very poorly maintained and doesn't seem to be too well documented (I may be wrong here, this was just my impression when going through the git page). With Netty, I understand that it can be very complex, but if I have access to some examples of usage, I can probably make my own open source wrapper for it that simplifies it.

Lastly, if there's an even better and more up to date networking API out there, feel free to link it.

What I'm looking for essentially is something:
  • Fast and easy to setup (I'm limited on time for this project and can't spend a lot of time trying to decipher and bugfix other people's old code)
  • Decent documentation and examples that work out of the box

So far Java sockets have ironically been the easiest to use because there's a plethora of articles on it out there, but I really want to find something that's built with simplicity in mind so I don't have to spend a lot of time on architecture and can just focus on messing around and having fun.

EDIT: Messed around with KyroNet a bit and it seems it might be viable, but additional resources are still appreciated.

 17 
 on: 2019-11-14 00:54:28 
Started by FabulousFellini - Last post by jonjava
@CommanderKeith

If you have any kind of traffic to what you're hosting you also won't be able to do it under normal circumstances. ISP's usually prohibit or at the very least throttle that kind of behavior (hosting) under normal user-land circumstances.

 18 
 on: 2019-11-13 23:40:04 
Started by FabulousFellini - Last post by CommanderKeith
Hi Goussej,
It's a nice guide, thanks for making it.
Just one thing I was wondering: where I live, almost all internet service providers (ISP's) give their customers dynamic IP addresses, not static addresses, which means it's impossible to connect your personal computer server in your home to your global web address www.somewebsiteaddress.com since the IP address of your internet connection is always changing. Choosing a static IP address is usually quite expensive, certainly more than using a cheap VPN like RamNode or Linode.
How do you get around that or is it standard in France to get a static IP address so the problem doesn't exist?
Cheers,
Keith

 19 
 on: 2019-11-13 15:53:30 
Started by FabulousFellini - Last post by SugarBlood
Quote

It does not work and renders black
f**king f**k
f**kity f**king f**ky f**k
Why does it not work?


 Grin Grin

I guess that poem is doing what is poetry for

 20 
 on: 2019-11-13 14:41:54 
Started by ForTheKillz - Last post by KaiHH
So i replaced
GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
with
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, texture, 0);
Is this correct?
No. Obviously, in the first call you were attaching a texture to the depth attachment of your FBO, whereas in the second call you are now using the color attachment 0. Those are two different things. You probably meant to use GL_DEPTH_ATTACHMENT in the second call as well.

glVertexAttribDivisor is only available since OpenGL 3.3. If you want to use OpenGL 3.1, then you can only rely on the extension GL_ARB_instanced_arrays being available. So test for this extension in the GLCapabilities object and if it is true/available, use it via ARBInstancedArrays.glVertexAttribDivisorARB().

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