I would suggest to decouple the 3d models from the network model and rather have a structure, that holds all 3d models on every client (and on the server of course). Then you need to think of a way to synchronize the models location, or whatever you want the player to be able to manipulate on the models, on the clients. This meens basically to invent some protocol that does that.
I believe the peer data field is meant to store the players name or something that represents the player. A few days ago somebody posted this link which i found very interesting: http://lists.cubik.org/pipermail/enet-discuss/2008-March/000820.html Cheers ingmar 2008/9/5 Robbie Diaz <[EMAIL PROTECTED]>: > Hi everyone, > I was wondering about how to use the peer's data field effectively. I have a > client server game set up and the server keeps track of all the 3d models > that are in the game. What I had been doing is I had a vector of all of the > models on the server and used that vector to send the models to everyone > connected. After looking more into enet, I found that I could use the peer's > data field to store the 3d model. That's really great, but my only problem > is, how do I send all of the models to one client? I know that the ENetHost > has a peers array and I think that is what I should be using, but I'm not > entirely sure. > > Thanks, > Robbie > > > _______________________________________________ > ENet-discuss mailing list > [email protected] > http://lists.cubik.org/mailman/listinfo/enet-discuss > > _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss
