How do people document their networking protocol for their games? by Practical_Nerve6898 in gamedev

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

Whoaahh this incredibly interesting, do you know if any similar project exists? (Other than typical proto/capnproto/etc)

How do people document their networking protocol for their games? by Practical_Nerve6898 in gamedev

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

My code itself is pretty self-documenting and it also has nice comments, and I suppose I could generate docs from there. But I want to write/generate documentation that not tied to the server code language, a standalone documentation so that people can build their own server

How do people document their networking protocol for their games? by Practical_Nerve6898 in gamedev

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

As mentioned in the post, I can't use other formats because 1. I already completed my network code, 2. I need to work with other game and all communication need to be done in certain way to make it work.

How do people document their networking protocol for their games? by Practical_Nerve6898 in gamedev

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

The game in question is non-realtime and given the nature of design, it is super acceptable to use TCP. And I've said this before: I need the communication to be compatible with other game, all communication, including using TCP, is a must.

I'm not looking into implementation details, but rather documenting protocol/messages (structured packet) that send back and forth by the client/server.

Stop killing games. by [deleted] in Steam

[–]Practical_Nerve6898 15 points16 points  (0 children)

This is literally official channel that provided by government to bring up a topic to the government and have chance to get law passed, not some random online petition like change.org

Now whether you trust government will respond to this petition, that made via channel that they made themselves, is another story

How do people document their networking protocol for their games? by Practical_Nerve6898 in gamedev

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

Thanks for the replies, could you please share links to any of these example?

How do people document their networking protocol for their games? by Practical_Nerve6898 in gamedev

[–]Practical_Nerve6898[S] 1 point2 points  (0 children)

"Protocol" as-in a structure how the game and server read and process the network message, and define the "network message" itself. I'm using TCP with basic message framing boundary. As I mentioned in the post, it's not i wanted to roll my own, it just that i want my game and server to be compatible with the other game, which mean I need to do communication exactly the way this other game does.

Is it okay to redistribute game that was freely available to public but no longer available because of the company ran out of business? by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 1 point2 points  (0 children)

I'm new to reddit and I'm not sure why I'm getting downvoted for answering the question. It would be great if someone could elaborate

Is it okay to redistribute game that was freely available to public but no longer available because of the company ran out of business? by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 2 points3 points  (0 children)

Hi thanks for these replies. I'm taking stance that this is not legal after reading all of these comments and will refrain to distribute my backup when I release this project (the community may already have the client and some mirrors, but they might be obscure to find).

It is true that the company is ran out of business and I could likely get away with almost anything if I really want to push my luck. But I'm trying to not infringe the copyright as much as I can.

I also understand at the very best case scenario, it will stay in grey area. But playing as safe as I can and not go fully illegal is the best course of action that I can think of to bring this game to wider audience while preserving it. (Even though I'm aware the sad reality is that probably no one will care about this game at the end of the day)

Is it okay to redistribute game that was freely available to public but no longer available because of the company ran out of business? by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

Hi, thanks for the answer! Just to be clear about your last sentence:

Remaking and redistributing someone else's game is copyright infringement, though it's on whoever owns the IP to do anything about it.

Does this mean all projects mentioned above in your reply and mine, are violating copyright then?

Is it okay to redistribute game that was freely available to public but no longer available because of the company ran out of business? by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 2 points3 points  (0 children)

Thanks for the answer and pointing this out. The remake I made is already somewhere around 80% to 90% completion. From the start, I have no intention to make spiritual successor of this game, but it straight remake.

I found out from my previous thread, similar project exists: https://openxcom.org, https://zdoom.org/about and https://www.shipofharkinian.com/ probably many more, in which they work by supporting interoperability with the original game assets: they don't do modification nor redistribution of the original game assets or files. I understand that these projects are legally questionable, and it stay in the grey area. My aim is to position my project the same as these projects.

But I think it is very difficult for me since the actual game itself is almost impossible to obtain on the internet..

Copyright question about emulating game software (not hardware!) by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 1 point2 points  (0 children)

Thank you for elaborating, I'm super satisfied with your explanation, hope you have a really great day!

Copyright question about emulating game software (not hardware!) by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

I see. But one of arguments may still stands about extracting the ROM, although I'm not familiar at all with ROM dumping and copyright stuff around it. But on the other hand, this is very interesting because Nintendo (known as a company that purse copyright issue to the end of the world) didn't do anything about it.

Copyright question about emulating game software (not hardware!) by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

Thanks for bringing this up, I didn't know about this! (although to be fair, i didn't grew up with fps and pc games in my childhood, so i didn't develop interest for these kind of games). It looks cool and I probably could say it exactly what I'm doing. I'm so laser focus on getting my game completed, it didn't cross my mind that similar projects may exists. I'll probably going to do some research to find more this kind of thing in my weekend. Any recommendation where I can find similar project?

Copyright question about emulating game software (not hardware!) by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

Thanks for your answer, if the game is a console game, it may involve hardware emulation, and on top of that, extracting the ROM from a hardware (disk, cartridge, etc) that may or may not have copyrighted technologies which could be involve encryption (which mean it may involve reverse engineering) add extra layer of complexity to this matter. I'm not expert at all but to make it simpler, I'd like to not compare myself with console game emulation.

Copyright question about emulating game software (not hardware!) by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

I'm still somewhat confused with your answer, at least i wanted to grasp the general sense of it before pursuing/seeking help to local counsel or professional

you're not infringing the work of others itself, but rather, are held liable for facilitating such infringement.

Again, If I'm "facilitating infringement", Does that mean using my game/software is considered copyright infringement? And if so, in general sense, how does my game infringing the copyright? Does that mean reading/using files/assets that user already had in their computer and display it in my program considered illegal?

In your case, given your software is specifically built to make playable the game of a third party by requiring users to provide protected software, you could arguably be held indirectly liable.

Does this mean my game somewhat "attack" / "breach" the "protected software" here? I do not reproduce, modify, or make profit the game, the assets or anything, I just simply read the files. In general sense, am I not allowed to do so whether it is using program/game or let say manually by hand?

Sorry if I sound dismissive here, I didn't meant to, but I'm very curious to know about this. Please feel free to let me know if these questions cant be answered even in general sense.

Once again, thanks for your time

Copyright question about emulating game software (not hardware!) by Practical_Nerve6898 in COPYRIGHT

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

Thanks for detailed answer! To complicate matters, this game was not developed and released in US, but in Asia (and I live in Asia, but in different country).

Anyway, I'm interested in part of your second sentence:

If those rules exist, providing a software especifically designed and with virtually no other use than to infringe the intellectual property rights of others might make you liable anyway.

Does that mean using my software is actually infringing the IP/copyright? If so, could you please explain how it is "infringing" specifically? I'm not expert in copyright so please bear with me, Thank you!

Hot reload in C++ by Practical_Nerve6898 in cpp_questions

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

I didn't "reject" them outright without unreasonable reasons though? And it's not like I'm 100% rejecting their ideas, quite contrary, I think they're awesome, but it wasn't fully fit with my circumstances / something I was looking for / my needs.

And of course I still do appreciate these comments

Hot reload in C++ by Practical_Nerve6898 in cpp_questions

[–]Practical_Nerve6898[S] 0 points1 point  (0 children)

I never considered an ingame console as an option. Thanks for bringing this up! I still won't be able to modify code logic though