Does JFDuke3D implemented multiplayer client/server type of multiplayer for internet?
Has the network code been changed to reduce latency? And is it secure enough to withstand hackers and cheaters?
JonoF at
Re: QUERY: i BEEN living under a rock for the past 5 years
kevingpo said
Does JFDuke3D implemented multiplayer client/server type of multiplayer for internet?
It implements synchronous master-slave and peer-to-peer communication methods, not server/client like Quake and friends.
Has the network code been changed to reduce latency? And is it secure enough to withstand hackers and cheaters?
The network code ought to end up being quite resilient to loss and latency (otherwise the game goes out of sync if messages get lost). As for security, I can't say anything definitive, so playing the game over a public network is entirely at your own risk. It's likely to be extremely easy for cheaters to do their thing based on how Build games work and because the source is available, but efforts to keep the field level will be made as things mature. Of course, the new networking code has to be made public yet, so we'll see what happens when the time actually comes.
Jonathon
P-J at
QUERY: i BEEN living under a rock for the past 5 years
Nice work JonoF :)
Do you have any plans to create a client/server model, or is the peer to peer approach the final stop for network code?