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Thread: Using dotNet to communicate with game servers

  1. #11
    Clicker Multimedia Fusion 2SWF Export Module
    Jacob's Avatar
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    Re: Using dotNet to communicate with game servers

    maybe he means active picture.........not sure

  2. #12
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: Using dotNet to communicate with game servers

    It's a .NET object.

  3. #13
    Forum Moderator Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    Re: Using dotNet to communicate with game servers

    Yeah I mean the .net control PictureBox.

  4. #14
    Clicker Multimedia Fusion 2 Developer

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    Re: Using dotNet to communicate with game servers

    Is the .net communication any better, smarter or faster than the Moo products?

  5. #15
    Forum Moderator Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    Re: Using dotNet to communicate with game servers

    yes all three.

  6. #16
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Re: Using dotNet to communicate with game servers

    A thing which can be pretty interesting should be to create a bunch of widgets with the .net object to create and let MMF2 use some components which are not available as extensions.

  7. #17
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    Re: Using dotNet to communicate with game servers

    Very nice idea Sphax, they could perhaps also be used as learning resources!?!

  8. #18
    Clicker Fusion 2.5 Developer

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    Re: Using dotNet to communicate with game servers

    Very cool indeed. This seems like a good option for making a game client and server.

    Any thoughts?

    I noticed that "client.Receive(bufferRec);" is used here to only listen for incoming data at a certain time.
    How possible would it be to listen for incoming data at any time, without hanging the game?
    Like: let people move around, send data about how they are moving, and be able to receive data on how other players are moving - all at the same time.

    Is a separate thread needed?

  9. #19
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    Re: Using dotNet to communicate with game servers

    There is an example that comes with the object: 'Server.mfa' which does the listening continuously in a separate thread like you say.

  10. #20
    Clicker Multimedia Fusion 2

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    Re: Using dotNet to communicate with game servers

    Does anyone still have the example file? I'd like to see it. DarkKiller seems to have lost it during his host switch, unfortunately.

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