Network programming on a PS2
Network programming on a PS2
Hi!
I am a very newby in PS2 development.
I know that PS2 can handle network game. But I would know how to program them.
1) Does PS2 use Peer to peer or CLient/server protocols?
2) Does PS2 use Sockets as a pC does?
3) Are there any tutorials about netword programming on PS2?
Thanks in advance!
Dev
PS : sorry for my poor english...
I am a very newby in PS2 development.
I know that PS2 can handle network game. But I would know how to program them.
1) Does PS2 use Peer to peer or CLient/server protocols?
2) Does PS2 use Sockets as a pC does?
3) Are there any tutorials about netword programming on PS2?
Thanks in advance!
Dev
PS : sorry for my poor english...
2) IIRC PS2IP uses bsd sockets or something like that (I'm not a networking guru, so only listen to that if you are and that still makes sense)
The rest is pretty much all up to you.
The rest is pretty much all up to you.
Shoot Pixels Not People!
Makeshift Development
Makeshift Development
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Just to confirm Drakonite's rather vague response. ps2sdk includes a port of lwip (Light Weight IP stack) which is what is used by ps2link, etc. There is also DNS resolver and HTTP client file driver.
1) PS2IP uses a basic sockets interface with all the basic APIs implemented. There has been problems with select() in the past, but I believe that is fixed now.
2) Yes. It's sockets based.
3) Not much. You're best looking at the code included in ps2sdk. As it is socket based, you should also be able to refer to other documents on the net.
Oobles.
1) PS2IP uses a basic sockets interface with all the basic APIs implemented. There has been problems with select() in the past, but I believe that is fixed now.
2) Yes. It's sockets based.
3) Not much. You're best looking at the code included in ps2sdk. As it is socket based, you should also be able to refer to other documents on the net.
Oobles.
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Old games like DOOM used peer to peer. You had a small number of identical (virtually) users exchanging small packets. Modern games are nearly always client/server to better handle the differences in systems and (particularly) the lag in communications across the net with larger packets.
If you have a simple head-to-head race game with a VERY small packet, I'd probably just go peer to peer. It's much simpler. If you're trying to link 30-odd people in a huge Indy F1 race, better go client/server.
If you have a simple head-to-head race game with a VERY small packet, I'd probably just go peer to peer. It's much simpler. If you're trying to link 30-odd people in a huge Indy F1 race, better go client/server.
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