geProtocol2 | Source Released

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Re: geProtocol2 | Release Date: TBA

Postby speckford123 » Tue May 19, 2015 6:33 pm

Thanks for the response!
I look forward to trying it out when you get it to a release point

I'll probably make a little game idea and draw some art in the meantime, haha
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Re: geProtocol2 | Release Date: TBA

Postby speckford123 » Mon Jun 01, 2015 10:50 pm

So hows the progress guys?
Running into any big bugs?

Just browsing the forum and saw this thread again and couldn't contain the hype, hahaha
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Re: geProtocol2 | Release Date: TBA

Postby bat78 » Tue Jun 02, 2015 3:04 am

speckford123 wrote:So hows the progress guys?
Running into any big bugs?

Just browsing the forum and saw this thread again and couldn't contain the hype, hahaha

Nah I guess we are just too good for that he-he.
There is one thing that requires just unsigned long coding (not problematic, just.. unsigned long), since it is a tremendous thing to be coded.
Currently it is 1.5k lines of code and it'll go like 3k lines of code I presume.

So hold your pee gE needs exactly what we are planning to release.
It is extra vast abruptly exorbitant gE possibility accession Mr. Speckford.
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Re: geProtocol2 | Release Date: TBA

Postby 420foxbot » Tue Jun 02, 2015 10:21 pm

speckford123 wrote:So hows the progress guys?
Running into any big bugs?

Just browsing the forum and saw this thread again and couldn't contain the hype, hahaha


Well, the server\client end of the project is 99% done, all I've been doing lately is cleaning up code and adding features, though the are not vital to the project's function.

The online module is something else, and bat seems to have already answered regarding his side of the project.
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Re: geProtocol2 | Release Date: TBA

Postby speckford123 » Thu Jun 04, 2015 2:23 am

Oh, thanks for the answers, I appreciate it
I'll keep an eye out for any future updates, keep up the great work~
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Re: geProtocol2 | Release Date: TBA

Postby DeltaLeeds » Tue Jun 23, 2015 4:17 am

So, how goes the geProtocol? :D
Currently: Semi-Active.
Working on: Maybe putting my test games in gamejolt, polishing them a bit, but I still don't know when.
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Re: geProtocol2 | Release Date: TBA

Postby bat78 » Tue Jun 23, 2015 6:32 pm

jonathang wrote:So, how goes the geProtocol? :D

It goes well.
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Re: geProtocol2 | Release Date: TBA

Postby knucklecrunchgames » Sat Jul 11, 2015 7:46 pm

I have three questions.

Will this be hard to use?

Can you host a dedicated server or would you need the computer running.

Can you make an MMO, if so, that would be awesome!

Thanks.
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Re: geProtocol2 | Release Date: TBA

Postby MrJolteon » Sat Jul 11, 2015 8:08 pm

knucklecrunchgames wrote:I have three questions.

Will this be hard to use?

Can you host a dedicated server or would you need the computer running.

Can you make an MMO, if so, that would be awesome!

Thanks.

1: ?
2: ...You know, to host a server, dedicated or not, the computer you are running it on has to be on while the server is running.
3: Maybe?

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Re: geProtocol2 | Release Date: TBA

Postby knucklecrunchgames » Sat Jul 11, 2015 8:51 pm

MrJolteon wrote: 2: ...You know, to host a server, dedicated or not, the computer you are running it on has to be on while the server is running.


Sorry, I wasn't clear on that question. What I meant was does it have to be peer to host or can you host a server.
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Re: geProtocol2 | Release Date: TBA

Postby bat78 » Sat Jul 11, 2015 8:58 pm

knucklecrunchgames wrote:
MrJolteon wrote: 2: ...You know, to host a server, dedicated or not, the computer you are running it on has to be on while the server is running.


Sorry, I wasn't clear on that question. What I meant was does it have to be peer to host or can you host a server.


This is foxbot's area of expertise.
But as far as I am informed, you will need to host the server yourself, as long as you are the host, not the guest(s).
foxbot however, intended to create a independent server so that you can all not worry about hosting.

Yes, my online module will support Multiplayer Programming.
This allows streaming communication between all the people connected and pre-cache control.
So this means you will be able to create ANY kind of multi player game. Including mmo.

Moreover it is going to be very easy for understanding.
A short reference will be included in the release, of course.
Introduction to Online Programming. You need to memorize several conceptions etc.
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Re: geProtocol2 | Release Date: TBA

Postby knucklecrunchgames » Sat Jul 11, 2015 9:42 pm

bat78 wrote:
knucklecrunchgames wrote:
MrJolteon wrote: 2: ...You know, to host a server, dedicated or not, the computer you are running it on has to be on while the server is running.


Sorry, I wasn't clear on that question. What I meant was does it have to be peer to host or can you host a server.


This is foxbot's area of expertise.
But as far as I am informed, you will need to host the server yourself, as long as you are the host, not the guest(s).
foxbot however, intended to create a independent server so that you can all not worry about hosting.

Yes, my online module will support Multiplayer Programming.
This allows streaming communication between all the people connected and pre-cache control.
So this means you will be able to create ANY kind of multi player game. Including mmo.

Moreover it is going to be very easy for understanding.
A short reference will be included in the release, of course.
Introduction to Online Programming. You need to memorize several conceptions etc.


Thanks for answering those questions.

Wow MMO creation would certainly bring in a lot of developers, awesome job guys!

I am currently trying to learn Construct 2's multiplayer function, but if this is on it's way soon, what's the point?
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Re: geProtocol2 | Release Date: TBA

Postby bat78 » Sat Jul 11, 2015 9:44 pm

There is no point. I can tell.

Not only it is going to be a very good online support..
and it will be in an environment you are already used to.
Any game you can create with Game-Editor as long as you know how to.
And I am simplifying things for people with the imminent publications.
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Re: geProtocol2 | Release Date: TBA

Postby 420foxbot » Tue Jul 14, 2015 2:39 am

knucklecrunchgames wrote:I have three questions.

Will this be hard to use?

Can you host a dedicated server or would you need the computer running.

Can you make an MMO, if so, that would be awesome!

Thanks.


1) On my side of things, no. For the client, you need an internet connection and a functioning hand to start the application. On the server-side, things are slightly more complicated, as you will need to know how to port-forward, as well as leave an application running in the background.

2) Assuming you own a powerful enough dedicated server, sure, run it on a dedicated server all you want. Regarding system requirements, I'll be optimizing the server as much as possible by release. Here's a bit of insight into it's performance:
On a connection-less server, I was averaging 90tps with a 40% cpu load, out of the optimal 100tps. (Keep in mind, only 64tps is required for a lag-free client, as the clients communicate around 64tps).
Image

3) Again, on the server-side of things, I would tentatively say no. There is no reason why this is not possible with geP alone, however we are using a rather extreme and esoteric method of communicating between game<->client, which can be a heavy limitation in the regards of speed with a large number of clients. The reccomended max-clients is going to be around 4 at the time of this writing, although I have done no benchmarking yet.

EDIT: My answer to #2 is invalid. I had forgotten about soft-caps I had implemented to prevent overutilizing the processor. With no soft-caps, I am managing around 32846049 processing ticks per second. (which is how often the server will handle requests from the client and serve requests back to other clients)
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Re: geProtocol2 | Release Date: TBA

Postby bat78 » Tue Jul 14, 2015 5:32 am

(note to 1)
Knowing how to port forward is not mandatory if your internet provides a "real / static IP address" and it doesn't go through router (you connect your PC with the network via cable directly).

Also even if this is not the case, you can use port 8080 that is forwarded on router's default setup.
In that case however, you should not use any other applications that may use this port like internet browser and even skype.

But if you want to feel convenient after all.. port forwarding (that is necessarily in order to host any sort of server(s)) is easy and there are plenty
of tutorials in the internet.

Plan D) is to use a Hamachi interface, that uses different protocols and streaming over local area connections.
in other words, it establishes a connection over the Internet that emulates the connection that would exist if the computers were connected over a local area network.
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