Whats the difference between the Multiplayer Online Objects (MooClick, MooGame, MooJama, MooSock, MooAPI) and OINC?
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Whats the difference between the Multiplayer Online Objects (MooClick, MooGame, MooJama, MooSock, MooAPI) and OINC?
OINC is supported by the developer.
The developers of MOO have moved on and while Clickteam can make it compatable with future versions of MMF/TGF it won't be updated or bug fixed.
OINC also has some cool improvements over MOO
Well, OINC Client, which is being tested now is comparable to MooClick, the other OINC extensions are in development.
The difference, then, between Mooclick and OINC Client is firstly that it is supported. Bug fixes, new features and updates can all be added, where as the MooAPI hasn't been touched in years.
Most importantly for me though, OINC Client has sending UDP messages which is far quicker (if less reliable) than TCP. It is now viable to make action-packed multiplayer games.
I think those are the two main reasons.
Ok that's the difference between the MOO and OINC Extensions.
But what about the difference between making a multi-player game in MOO and making a multi-player game in OINC?
The basic theory is the same as far as making the multi-user games and applications.
OINC has some differnet options for servers -- For example DarkKillers awesome Python server.
Oinc also has some built in looping features thru the clients and fixes some of the UDP faults MOO has.
Actually, I managed to migrate between the two with no fuss at all. Apart from assigning the name AFTER you connect to a server, rather than before, there is very little difference. Channels, subchannels, players (now called peers) are all handled in just about the same way.
For me, it's the fact that you can have a server that controls everything.
Okay upgraded to OINC.
I've started a 3D Chat program with OINC, you will be able to pick hair & eye colour & clothes etc and talk to people.
I'm doing this to learn how to Multi-Player properly, as I know little about Multi-Player.
No this is not a good idea.
This is alpha testing for a new extension
If you expect to do anything serious use MOO at the current time.
But if people are not testing OINC, how will you know what bugs it has if at all?
It has many bugs
Yes feel free to test it but I don't want this to become another one of your 3D threads - You have had a lot of those.
Please keep this to the topic of OINC and don't muddle it up with massive discussions about 3D.
You would also want to wait until Jamie fixes the message bug as you will certainly encounter it.
I would also encourage you to do a the game in MOO first then in parallel develop it in OINC. If you haven't done a MOO game jumping into the early alpha of OINC will certainly only cause confusion and tears.
Whats the difference between blast and send?
Blast is faster, but it is also less reliable. With Send, the messages are guaranteed to arrive and in the correct order. With Blast, the messages might not arrive and they could arrive in the wrong order.
Dragonguy,
Sending is sending packets using the reliable TCP protocol, which however has a big header, so it might be slow for really traffic intense games.
Blasting is sending packets using the unreliable UDP protocol, which results in very light and small packets for traffic intense games. I say 'unreliable' because UDP packets are not guaranteeded to arrive, and if they do arrive, they might not come in correct order! Most UDP networks are pretty stable nowadays though, but you should still keep that in mind.
So, you should send important data with 'send', like chat, status, whatever,
and send not-so-important data with 'blast', like movement packets, and so on.
Most modern games still use the UDP protocol, like Battlefield and pretty much any multiplayer FPS, and you really should blast things if you can, because obviously, it takes less time and requires less bandwidth to transmit less data!
I understand.
So I should Blast things like position, direction, speed, alterable values.
So I should Send things like chat, whispers, commands.
I guess it depends on what's semi-important and what's REALLY IMPORTANT!