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reepblue

Connecting to client over network. (4.6)

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Hello,

Is it possible to do a direct connection to another computer without Steam, or do both machines need Steam installed with their own accounts? I would like to test my net code within the same location to see if the right data is sending/receiving but the dependency with Steam kind of makes me uncertain.

Thanks.

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To clarify, with "behind a router", I would have the two machines plugged into a router. Do you mean that I can't do this or you're just restating connecting to another PC on the internet is not possible without the aid of Steam? I simply just want to connect to another room in the house.

I just want to understand what I'm getting myself into. :)

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no it means they are on another router across internet to you router will not work.

you setup is both on the same side of router is just a normal lan network

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Ok, thank you both. New to netcoding, so I'm really sorry for my lack of understanding on this topic.

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Just did a test with the default template. It seems like the PC without Steam was unable to create a Lobby. From what I understand the P2P class is Steam dependent but nothing suggests the Lobby is.

It looks like I'd have to write my own system using the base client/server classes, which in that case I'll just use Turbo which as them as I'm interested in just sending packets over my network. Luckily, the Parameters for the P2P/Lobby is similar to the Client/Server.

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56 minutes ago, gamecreator said:

I thought this is the problem that NAT punch-through solved...?

Yes, and it is using Steam's system.

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We might in the future. The number of people making a multiplayer game is a niche and the number of people who want to do that outside of Steam is a smaller group.

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I personally just want a client/server soultion in which the application hosts a server localy and then creates a client to connect to the server; kind of what Source does.

I have to experiment to see if it's practical. I still only wish to make Single player games, but I don't want to be limited. Having a system like described above will make any game multiplayer with a flip of a switch.

 

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2 hours ago, Josh said:

We might in the future. The number of people making a multiplayer game is a niche and the number of people who want to do that outside of Steam is a smaller group.

Seems like that's true.  Multiplayer is definitely another level of challenge, with interpolation/prediction and whatnot stepping up the difficulty.  A few weeks ago I tested my dungeon game with a friend online and it was fairly smooth with 1 enemy.  Add 10 more and the client is unplayably laggy.  But this is with no interpolation or prediction so there's hope... if I can figure out how to do it.

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50 minutes ago, gamecreator said:

Seems like that's true.  Multiplayer is definitely another level of challenge, with interpolation/prediction and whatnot stepping up the difficulty.  A few weeks ago I tested my dungeon game with a friend online and it was fairly smooth with 1 enemy.  Add 10 more and the client is unplayably laggy.  But this is with no interpolation or prediction so there's hope... if I can figure out how to do it.

One suggestion would be to pack all those different enemies into one single message. There's no reason that would be any slower than just one.

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Yup, already done.  A dynamic packet is created based on the number of enemies alive in the level at any time.  There is a lot of room for improvement here too though, even simple stuff like not sending the packet every frame (which starts to get into client prediction).

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