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Darwinbots 3 Progress

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Shasta:

--- Quote from: Numsgil ---Why not a P2P between your xbox and PC?
--- End quote ---
You can't, the System.Net namespace is one of the areas that is essentially gone from the .NET compact framework, the only things you can use out of it are the ICredentials interface and the NetworkCredentials class. No sockets, no internet access, and really no access to your pc either.

--- Quote from: Numsgil ---Yeah, I heard that, too.  But having a P2P network would actually work really well in practice for IM.  Have it so that when you first get on you find maybe 3 or 4 "neighbors" you share organisms with.  The end result is a vast network of indirectly connected sims.  Would be pretty cool.

We'd only need a central server little or at all.
--- End quote ---
Very true, the running of the sim its self is not the problem with the xbox, it is getting the bot files from your pc into the sim.

Also note that even if we did get it to somehow work, anyone who wanted to use it would probably have to own a creators club membership.

NoZ:

Why do people want it on the xbox?
There is a .NET framework for P2P I think http://msdn.microsoft.com/en-us/library/aa371704.aspx
will only work on windows which is a shame but its there

NoZ

Numsgil:

--- Quote from: bacillus ---Sorry, I haven't been able to commit anything over the past while. It sounds like the physics engine is all done. If I commit my code now, am I in danger of screwing up any work on the island resolver?
--- End quote ---

I haven't touched anything dealing with islands specifically for that reason.  Update to latest, and then commit your changes.  If there's a conflict, Subversion will let you know.


--- Quote from: Shasta ---
--- Quote from: Numsgil ---Why not a P2P between your xbox and PC?
--- End quote ---
You can't, the System.Net namespace is one of the areas that is essentially gone from the .NET compact framework, the only things you can use out of it are the ICredentials interface and the NetworkCredentials class. No sockets, no internet access, and really no access to your pc either.

--- End quote ---

Right, but it has LIVE access through XNA.  And you can (I think) run LIVE on a PC running an XNA game, too.

So at the very least you should be able to communicate between the XBox and PC that way.  My thinking is that the XBox version is a pretty dumbed down version, and you interface with it mostly over soemthing like LIVE.


--- Quote ---
--- Quote from: Numsgil ---Yeah, I heard that, too. But having a P2P network would actually work really well in practice for IM. Have it so that when you first get on you find maybe 3 or 4 "neighbors" you share organisms with. The end result is a vast network of indirectly connected sims. Would be pretty cool.

We'd only need a central server little or at all.
--- End quote ---
Also note that even if we did get it to somehow work, anyone who wanted to use it would probably have to own a creators club membership.

--- End quote ---

Yeah, that's true for now.  Which is why it's so nice that you can get free memberships if you know where to look

Ultimately I'm hoping to have it be a Community game.  The barrier for entry is low enough I think we could make it.  Then anyone with an XBox could run it.


--- Quote from: NoZ ---Why do people want it on the xbox?
--- End quote ---

Mostly 'cause it's cool   And the XBox 360 is sort of like a mini super computer.  It has three cores running at 3.2 GHz each.  And some crazy SSE (though I don't think it's accessible through XNA).  That's more computing power than even most modern desktops have.  If you took all my other game systems and desktops (and I have quite a few), and put them together, my XBox would beat them all out hands down.


--- Quote ---There is a .NET framework for P2P I think http://msdn.microsoft.com/en-us/library/aa371704.aspx
will only work on windows which is a shame but its there
--- End quote ---

Hey, that's pretty cool.  Thanks for the link

Shasta:

--- Quote from: Numsgil ---Right, but it has LIVE access through XNA.  And you can (I think) run LIVE on a PC running an XNA game, too.

So at the very least you should be able to communicate between the XBox and PC that way.  My thinking is that the XBox version is a pretty dumbed down version, and you interface with it mostly over soemthing like LIVE
--- End quote ---
Sorry to keep being the downer here, but there is no crossing over with LIVE between the 360 and the pc

Numsgil:

--- Quote from: Shasta ---
--- Quote from: Numsgil ---Right, but it has LIVE access through XNA.  And you can (I think) run LIVE on a PC running an XNA game, too.

So at the very least you should be able to communicate between the XBox and PC that way.  My thinking is that the XBox version is a pretty dumbed down version, and you interface with it mostly over soemthing like LIVE
--- End quote ---
Sorry to keep being the downer here, but there is no crossing over with LIVE between the 360 and the pc

--- End quote ---

I must be misunderstanding something then...

You can use XNA to write a game to use XBox live, right?
And there's something called Games for Windows LIVE which lets PC and XBox gamers play together.

I'm assuming here that the XNA functionality which allows you to write for XBox LIVE seamlessly integrates in to Games for Windows LIVE.

So you should be able to run a game instance on your XBox, and another instance on your PC, and have multiplayer that way.  Then, I'm hoping, you can have the PC version be something like we're used to, with mouse interfaces and the whole bit.  And you can use it to connect to your XBox over LIVE and send over either parameters for a new sim or bots or something like that.

Since the version on the PC has access to the whole .NET framework, PC instances can even act as an indirect bridge between the XBox instance and the internet at large.

Right?

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