I am working on creating a series of articles on Blender Game Networking. There are 3 articles in the series, 2 of which are already posted and the third will be posted as soon as I finalize it.
Even though they are posted, I am still editing them to include screenshots and more illustrations. I will be creating a more advanced article series afterwards covering object movement, chat systems, and more. If there’s something you’d like to see included, please let me know. Thanks.
EDIT: Part 3 is now online. I am still making changes and final touches to the articles, but for the most part it is complete.
The above quote is the original post. I am editing this to inform you that this tutorial is being replaced by a much more detailed video tutorial on the topic. The files and documentation will be available as soon as I can finish. Thanks for your patience.
From tutorial
Now that I’ve summarized about 6 months of networking school into 1 paragraph, take a look at this next diagram:
Oooh, I shall love this one Incidently, is one-on-one networking between two ‘clients’ (in reality, one is a server) practical in Blender Python, or is it built mainly for the "we have X clients and one server that only serves as a server concept?
EDIT: I get an error when wanting to download the file in part 1
Oh, I’m sorry. I tested it while I was logged in, didn’t realize the .blend file wasn’t published for public access. I fixed it, so you should be able to download it now.
Not sure what you mean by the “two clients” comment. When two clients communicate directly, they establish a peer-to-peer connection which is very much different then the client/server model.
Oh, I’m sorry. I misread your question as a statement. When creating a peer-to-peer connection, you are still using server functions, but it’s much more complicated since you have to deal with both client and server functions for every client. With the client/server model, the server can manage the clients much easier, while the clients can focus on what they need to do and worry less about the network.
Ok, yet another update. I’ve included some navigation buttons at the bottom of the articles to jump to the others in the series. My main page needs some editing to feature portions of my site, so hopefully this will help in navigating around. I have also fixed the problem with the client not working with the final .blend download. You can either re-download the .blend file, or simply enable Collisions for the Connect button in face select mode. I apologize for that, I must have disabled it somehow when I was cleaning things up. Thanks scabootssca!
Howdy Please fix the links - I would really like to read this tutorials… I hoppe I will finde Information to improve my own Multyplayer Network tutorial… that can be downloadet at www.wsag.ch.vu
The IP of what server? If you mean the Server IP in the WSAG project… It is discibed in the Tutorial or… If you download the WSAGdev.blend abd start a server it will be dispayed in the Runtime Window… Next step will be that if you start a Client it will get a list of all the servers that are online… but for future discusions on the WSAG topic I think we should go to the Right Topic link… this ist the Topic of BrainH
the topic of wsag would be found here… http://blenderartists.org/forum/showthread.php?t=113438