Multiplayer game logins, SSL/TLS, & Spidermonkey

I was talking about SimEthereal. SpiderMonkey doesn’t care if you use TCP or UDP.

I don’t recommend folks roll their own either. 25 years of network programming knowledge went into that one, LOL. OP is using it as a base. (Which should be interesting, since even I have to relearn what I did every time I need to fix something…)

1 Like

@ia97lies Thanks for sharing the link - I’ve read quite a few of his posts and he seems quite good.

Hence why I’m using it as a base. I haven’t had time to address the details, but my current thinking is to use the same (or extremely similar) packets/acks design with more generic serializers so that more than just positions/rotations can be synced. Anything requiring security or reliable transport is going straight into a plain ol’ Spidermonkey TCP connection. If you’re interested and if I come up with anything useful for the original SimEthereal I’d be happy to contribute code back.