Homebrew How would one go about implementing a multiplayer function in a 3DS homebrew using C++

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As the title reads I am wondering how I would go about implementing a multiplayer function in C++ for a 3ds homebrew I have no knowledge of wireless connections but if someone could point me in the right direction that would be great thank you
 

RedL

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Nothing in the 3DS SDK regarding TCP/UDP connections to a remote server?

Naive approach for a real-time game:
  • Centralized server.
  • (TCP) Create a game session.
  • (TCP) Join game session.
  • (TCP) Get infos regarding session (players, length, etc...)
  • Start game session at time X (relative for each player)
  • Loop
  • (UDP) Every second, SEND local movement every second to server.
  • (TCP) Every second, ASK server for infos (other player movements, current game session states, points,...) and use that to update the game on local side.

Optimizations you can go for:
  • Keep a single connection open while the game session is playing.
  • Make your own small binary code to send/receive data about players movements.
 
D

Deleted User

Guest
OP
Nothing in the 3DS SDK regarding TCP/UDP connections to a remote server?

Naive approach for a real-time game:
  • Centralized server.
  • (TCP) Create a game session.
  • (TCP) Join game session.
  • (TCP) Get infos regarding session (players, length, etc...)
  • Start game session at time X (relative for each player)
  • Loop
  • (UDP) Every second, SEND local movement every second to server.
  • (TCP) Every second, ASK server for infos (other player movements, current game session states, points,...) and use that to update the game on local side.

Optimizations you can go for:
  • Keep a single connection open while the game session is playing.
  • Make your own small binary code to send/receive data about players movements.

Okay thank you I will try this right now I am going to start small and try local play thank you for your reply
 
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