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[Alpha Testers] Entanglar networking framework

Last post 07-27-2008 6:53 AM by mchurchill. 2 replies.
  • 07-19-2008 12:59 PM

    [Alpha Testers] Entanglar networking framework

    Entanglar is an upcoming networking framework for the CLR. It is aimed at the casual game developer - providing automatic and transparent networking, the "spooky action at a distance", that lets you bring multiplayer to your games simply by adding [Synchronised] attributes on your properties.
    As a downside, it is in an early alpha stage of development. Upside is that it comes with a wrapper for the Box2DX physics engine, which is used to demonstrate the remote error prediction and sync.
    I'm very interested in people's opinions on how this works with the existing XNA pipeline / their needs. At I haven't specifically targeted XNA, Entanglar currently comes with its own timer code. Later I plan to add a wrapper for the existing XNA game loop, and work on compatibility with the CLR on the 360 (doubt the use of DynamicProxy will make it happy at the moment).
    Entanglar doesn't come with any graphics, sound or input - I assume people have their own preferred options here anyway.
    If anyone is interested in taking a look, it can be downloaded from http://entanglar.dunnchurchill.com
    Cheers,
    Mark
  • 07-25-2008 5:05 PM In reply to

    Re: [Alpha Testers] Entanglar networking framework

    So does your framework sit on top of the XNA networking stack?

     


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  • 07-27-2008 6:53 AM In reply to

    Re: [Alpha Testers] Entanglar networking framework

    At the moment it makes use of Michael Lidgren's popular UDP library (Lidgren.Library.Network). The transport layer is isolated, so can be swapped out (Entanglar is mainly concerned with providing messages on request from the transport). XNA is probably something I am going to support more specifically when I get around to getting a 360 ;)
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