Raydium 3D Game Engine

Official forum for everything about Raydium, ManiaDrive, MeMak, ...
It is currently Fri Apr 19, 2024 1:45 am

All times are UTC




Post new topic Reply to topic  [ 2 posts ] 
Author Message
PostPosted: Thu Jun 25, 2009 7:40 am 
Offline
User avatar

Joined: Thu Sep 29, 2005 2:59 pm
Posts: 828
We are trying thing in RaydiumWorld but we have a problem with raydium_ode_network_element_send_all used in our (RAYDIUM_NETWORK_ONLY) server.
Looking at raydium code looks like raydium_ode_network functions are not included when RAYDIUM_NETWORK_ONLY and so we can not use them in our server.
Solutions? Workarounds? Should we declare raydium_ode_network functions when RAYDIUM_NETWORK_ONLY? Are we bad-using this functions?


Top
 Profile  
 
PostPosted: Wed Jul 01, 2009 8:39 am 
Offline
User avatar

Joined: Sun Mar 16, 2003 2:53 am
Posts: 2591
Location: gnniiiii (Scrat)
The way a server is seen by Raydium makes it a "network only agent", responsible for receiving packets from clients and sending it back to others clients. Nothing is done on physics, rendering, or things like that.

Then, a function like raydium_ode_network_element_send_all() don't seems to have anything to do on a server. You can have a look at any sample server, like tests.c, when a data packet is received, it's then broadcasted. Nothing more. In facts, almost 100% of these packets are RayODE packets (position/rotation of a bunch of elements, to be precise).

But perhaps your server is more complex than the current ones ?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 53 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group