I'm working on a project that I hope to go commercial with (I already run a successful game in a more primitive form and am upgrading it to the internet). I'm programming in Blitz3D using Blitzplay for the networking.
A couple of possible problems have cropped up and I'd be interested to know if anyone has any information on them so that I can make any changes sooner rather than later.
1) I hear that Blitz crashes or has problems when more than 64 players are connected at once. Is this true and if so, is it likely to be fixed or is there a workaround?
2) Blitzplay no longer appears to be supported, as the guy who programmed it no longer answers emails or his message board. Although I'm happy with BP, it appears to have a problem when more than 255 reliable messages are queued, and if he isn't likely to be upgrading it I may run into problems. Is that a problem with Blitz networking in general, or just with BP? If it's just BP, I guess I should remove BP from my program and do all my own networking stuff?
A couple of possible problems have cropped up and I'd be interested to know if anyone has any information on them so that I can make any changes sooner rather than later.
1) I hear that Blitz crashes or has problems when more than 64 players are connected at once. Is this true and if so, is it likely to be fixed or is there a workaround?
2) Blitzplay no longer appears to be supported, as the guy who programmed it no longer answers emails or his message board. Although I'm happy with BP, it appears to have a problem when more than 255 reliable messages are queued, and if he isn't likely to be upgrading it I may run into problems. Is that a problem with Blitz networking in general, or just with BP? If it's just BP, I guess I should remove BP from my program and do all my own networking stuff?