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AppGameKit Classic Chat / Multiplayer: Client/Server model

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Grayvyn
15
Years of Service
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Joined: 30th Oct 2008
Location: Southern California
Posted: 24th Jan 2012 00:54
Looking to make a client/server based game. That is, a dedicated server executable and seperate client executable.

How do you slow down/stop the OpenGL rendering so it doesn't eat up CPU cycles in server that could be used for network, AI, world processing, etc? Assuming C++/teir 2 and windows.
- thought about spawning threads to deal with AI and non-AGK code
- maybe a Sleep() call in the Loop(), but will that affect AppGameKit network processing?
- is AppGameKit network algorithms published so I could write a non-AGK server?


How do you get a client's IP? This is useful for logging and banning.

bitJericho
21
Years of Service
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Joined: 9th Oct 2002
Location: United States
Posted: 24th Jan 2012 11:39 Edited at: 24th Jan 2012 11:51
just don't call sync or only call sync when you need to? I would play around with the commands under "general" here:
http://appgamekit.com/documentation/Reference/Core.htm

Quote: "- is AppGameKit network algorithms published so I could write a non-AGK server?"


not as far as I know. I was thinking about figuring it out myself so I could communicate with an HTTP server, but we've been told that http command are coming, so I'm waiting for that. Also with t2, you can write your multiplayer code in any langauge t2 supports, so no big deal there.


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