I am developing an online strategy game using .Net v2. Although the game is primarily strategic, it does have some tactical elements that require reasonable network performance. I plan to use TCP packets for strategic data and UDP packets for tactical data.
{EDIT} I forgot to mention that I am leaning away from WCF and .NET 3+ for a couple of reasons. First, because I want to keep my download small and most of my customers already have .NET 2.0. Second, because I would like to have the option of porting to Mac and Linux and am unsure of WCF availability in Mono. {/EDIT}
I am looking for network library recommendations. I have found a few options, such as GarageGames' Torque Network Library (C++), RakNet (C++), and the lidgren network library (C#):
http://www.opentnl.org/ http://www.jenkinssoftware.com/ http://code.google.com/p/lidgren-network/
Does anyone have real-world experience with these or other libraries?
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Check out the Farseer Physics Engine as well. There is also a Silverlight version available.
From Scott Dorman -
Why limit yourself to .NET 2.0. .NET 3.0 (or 3.5) contains WCF and is a solid, performant communications subsystem with good security. .NET 3.0 is just .NET 2.0 with additional libraries (WCF, WF, WPF).
From Simon Gillbee -
Microsoft's own .NET based XNA allows you to create networked games on Windows and XBox 360.
From Mark Cidade -
Thanks for the quick answers.
WCF is definitely a good option but I am leaning away from it for a couple of reasons (see the edits to my original question).
As far as I can tell, the XNA network library requires all players to have MS Live Gold memberships. That hurdle is too high.
From JohnV -
I just stumbled on RakNetDotNet:
http://code.google.com/p/raknetdotnet/
This might be what I'm looking for...
From JohnV -
I'd also like to note that "Games for Windows", which XNA uses on windows with its Live! networking APIs is now free ... which means that if you write an XNA game that uses the networking features, your users do not have to have a gold membership :-)
http://www.engadget.com/2008/07/22/games-for-windows-live-now-free/
From Joel Martinez -
If you're new to game development, I'd recommend XNA- it's easy to program with. The advantage of Torque, however, is it has asset creation tools, which can also be invaluable. For a higher end game or FPS, the Source engine is great.
From DesertShadow -
You could take a look at Entanglar ( http://entanglar.dunnchurchill.com ) if you are looking for something higher level. Entanglar provides full entity lifecycle and sync.
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