jrm wrote:Will this wrapper work for 2d games as well? (3rd person looking down) I think I will switch from Raknet. I am looking through the documentation and files right now.
I Like the licensing more with enet.
Yeah I guess it should. You will have to make the nodes custom though. All this requires is to use setNetID (or setNetId, cant remember) and manually set a net id. But you will have to make sure that every node has a unique net id across ALL computers. I recommend using getPlayerId (or whatever I called it...sorry I got the flu so im a bit delirious ) and multiplying that by a net id from a range of 0 - 1000. I don't know if that explains it well enough for you. Maybe, you can just cast it to a cube scene node and as long as irrNet only manipulates scale, rotation, position (and other things that both decal and cubes have in common) you should be ok. But im not too sure about that last one. This will be way easier if I just did something to the next irrNet release like a generic ISceneNode or a decal (and friends) scene nodes. Then you can just cast whatever node you want.
I hope that helped
I still plan to move entirely to irrlicht, i am just waiting, until i get a more solid foundation before i move my income-base to irrlicht-engine based products.
Ive used gamestudio, and I think for the price, (gamestudio is like $1000RRP) irrlicht is much better value and is much more flexible and contains better features. Does the new gamestudio support custom shaders? (eg HLSL files) If it doesnt I would definately go with Irrlicht myself. However, if you plan to stick with gamestudio, I think you can use an elements variable (you know where you put the main characters health etc or whatever) to store the NetID, the rest shouldnt be too much of a hassle, just change setPosition and similar stuff to whatever gamestudio uses (make CustomVar control the element variables) and youll be sweet as a cherry...or some other dessert