[Coco] Using DriveWire to write network software
RETRO Innovations
go4retro at go4retro.com
Thu Mar 30 17:52:31 EDT 2017
Do a google search for NetRacer, which is a UDP-based game for the 64
developed by Leif Bloomquist. I believe it uses ip65, but the entire
thing should be easily comvertible to the 6809 (you all in here say the
09 beats the 02 any day of the week: <ducks>)
It is a cool game, and we have played it a ton at shows.
Jim
On March 30, 2017 at 5:32 PM "Mark D. Overholser"
<marko555.os2 at gmail.com> wrote:
On 30-Mar-17 08:05, Brett Gordon wrote:
On Mar 29, 2017 10:05 PM, "Lee Patterson" <lee at 8bitcoder.com> wrote:
>
>
I'm just looking for sample code for the coco to talk to the dw
server on
the coco, and how dw will connect to a tcp/ip socket.
Lee
Lee, work has dominated my life at the moment, but the next time I'm
at my
dev box, Ill send you some code.
Side note: some other design things about network gaming:
1. Dont forget about firewalls. Somebody will have to open up a port
and
act as a "server". My Global Thermal-nuclear War game used
publically
available IRC servers to avoid anyone having to allow incoming
connections.
Probably for Peer-to-Peer, both Firewalls will need to be
Configured..
To allow for All Possibilities, you never know when you Might Be the
Server or Might Be the Client...
Having a Third Party Server might be the most logical choice...
Hosted
Locally or Not.
1. Send as little information across the link possible.
If Two Player DOOM can run at 9600, 8, N, 1, a pair of CoCos ( or
other
8 Bit computer ) should be able to have a Nice Gaming Experience...
1. You will be dealing with a true asynchronous system. Which is a fun
beast to tame. Its hard to get right. (Oh and welcome to OS
design..which
is what you'll be doing ;)
For the CoCo Bit-Banger Port, Asynchronous, but in Batches would be
desired.. You don't want to have to be Polling the Serial Port 70%
time so you don't Miss a Bit...
More Pain, More Glory.... Right???
Could "we" be the next Linus Torvalds????
brett
MarkO
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