I have been programming a multiplayer game for a friend, using asynchronous (non-blocking) sockets. Usually to connect, I just have people enter the IP of the server into the console and have it connect from that method. But people can forget IP's or mis-type them, so I was wondering if I could take a different approach.
In Quake 2, a person can be the designated host for a game. Other clients can simply view a list of available local servers, click on they want, and they will be connected.
If anyone at least could begin to explain how I might go about doing this, I would be more than willing to listen.
Debugging is twice as hard as writing the code in the first place.
Therefore, if you write the code as cleverly as possible, you are, by
definition, not smart enough to debug it.
- Brian W. Kernighan
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