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3D Can you make a 3D online game with the extension GMnet ENGINE?

Discussion in 'Programming' started by RektByValve, Nov 7, 2019.

  1. RektByValve

    RektByValve Member

    Joined:
    Oct 27, 2019
    Posts:
    14
    Can you make a 3D online game with the extension GMnet ENGINE?
     
  2. CloseRange

    CloseRange Member

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    Jul 2, 2016
    Posts:
    861
    yes. but you can also make a 3d online game without it.
    depends on how much time and effort you put into it and how good you want the final product to be.
     
  3. RektByValve

    RektByValve Member

    Joined:
    Oct 27, 2019
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    The thing is that I tried and the server worked perfectly fine. Tho I couldn't see the other player in the room
     
  4. FrostyCat

    FrostyCat Member

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    Jun 26, 2016
    Posts:
    4,607
    If you can't see the other player in the room, that means you are not sending and receiving messages about player positions. Read the documentation for GMNet and learn how that is done, then tailor-make the message handling code to your project's needs. Player input should now send messages to the server, and in-game entities should accept commands and/or status updates from incoming messages. There is more to making an online game than just dropping a networking engine into an otherwise one-player architecture, and there is no one-size-fits-all solution.
     
    Yal likes this.
  5. Yal

    Yal GMC Memer GMC Elder

    Joined:
    Jun 20, 2016
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    3,867
    Back when I first became a GMC member (which was sometime before 2006), we used to joke about newbies wanting to make a 3D MMORPG as their first project. I don't think I've ever seen somebody seriously want to do that, though, so kudos for fullfilling the prophecy :p


    Frosty's quote basically summarizes your issues.
    • every player's instance of a multiplayer game is independent
    • the multiplayer bit is all about SYNCHRONIZING the instances so the same things happen in all of them
    • you need to be able to handle networking delays (without slowing the game down so it becomes unplayable) and resynchronize the game occasionally (if things goes out of sync)
    Handling all of this in a stable and smooth way is so hard big companies struggles with it. Don't expect not to struggle with it.
     

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