Networking Woes: MTU and Packet Loss

Our game, Gravitas: The Arena, is using a custom high-level networking solution built on top of Lidgren.Network.  We’ve had a few lingering networking bugs for awhile now that have gotten buried under other priorities.  Today I sat down to try to solve all of them, and luckily enough managed to do so.

Aside from a few minor bugs, there were two remaining major issues that I wanted to address today:

  1. Intermittent, extreme packet loss over LAN
  2. Packets not coming through before a notable delay over the internet when using UDP hole punching (but not Hamachi)

Continue reading “Networking Woes: MTU and Packet Loss”

Adventures in C++ Hotloading: Changing Data Structures at Runtime

I’ve been working on a miniature game engine (lovingly called Mingine) as a little side-project lately.  It’s very barebones right now – pretty much just a platform layer based on SDL with a sprinkle of WinAPI, a mostly-functional graphics API abstraction layer (with an OpenGL backend), some image loading code, input handling…

I hate myself for this caption
The glClear is always greener somewhere else!

Oh, and it supports C++ hot-reloading, which is actually the whole reason I started Mingine in the first place.  In this article, I’ll be talking a little bit about the early state of that architecture, as well as some of my takeaways from it.  This will be a little longer than usual, so buckle up! Continue reading “Adventures in C++ Hotloading: Changing Data Structures at Runtime”