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TCP and UDP Networking

Icey

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Description

Struggled with implementing networking for your game or understanding the core concepts in networking engines? This may be for you!

This asset will take you through creating both TCP and UDP network setups, in a way where you can see every step that is taking place behind the scenes. Everything is commented very heavily to explain all the concepts that are introduced with networking, such as sockets and buffers. There is an introduction on each type of protocol, and a section for deciding which to implement in your game. This means you don't have to rush off to Wikipedia whenever you see a new abbreviation.

Topics Covered:

*What are buffers, sockets and networks? *What is TCP and UDP? Which should I use? *Setting up connections in TCP. *Both P2P and server based UDP solutions. *Sending data in both UDP and TCP. *Console output for every action for complete transparency. *Detailed description for every code line to do with networking.

This framework is meant to supplement the other networking engines on the market such as HTME and Networking with Space.

If you've ever looked into making a network game then you probably began by looking at the different network libraries that are available on the Yoyo forums or Marketplace. These usually amazing network engines are great, but often I found while trying to implement my own code in them I came across problems that rose from me not understanding the underlying networking concepts and systems used by GameMaker.

After seeing the Developer Console created by Icarus Tree, I realized this was a really good way to show what is going on behind the scenes in an interactive way without having to keep track of all the other information that is taking place in the debugger output.

I created my own simpler developer console, but for a more heavily featured developer console please check out the one by Icarus Tree on the Marketplace, it is free.

End User Licence Agreement (EULA).

Age Rating: 4+

Version

GMS1 - Version 1.0.0. Published April 3, 2015

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