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::How about we use a own very lightweight physics engine (fall-down, push this, pull that) for the environment, but for animations and stuff absolutely not related to gameplay, Box2D? It would be just for eye-candy (flying body parts, destroyed objects) and would give the game the "wow, nice" feeling. The own leightweight engine could still allow us to have the effect of "push block from cliff -> kill enemy" without killing the server. --[[User:Chaosteil|Chaosteil]] 01:23, 4 July 2008 (CEST)
 
::How about we use a own very lightweight physics engine (fall-down, push this, pull that) for the environment, but for animations and stuff absolutely not related to gameplay, Box2D? It would be just for eye-candy (flying body parts, destroyed objects) and would give the game the "wow, nice" feeling. The own leightweight engine could still allow us to have the effect of "push block from cliff -> kill enemy" without killing the server. --[[User:Chaosteil|Chaosteil]] 01:23, 4 July 2008 (CEST)
 
We did some talk about the physics engine in the IRC Channel. Basically we will tie the player physics to the client and only let the server broadcast it to the other players. (Still lightweight, since the AI of the enemies is on the server). Shooting stuff is accomplished by sending the position and trajectory vector to the server and let him decide who dies. Box2D is used only for animations to make the whole thing look dynamic, but it won't affect gameplay at all. For lag compensation etc. we'll use a timestamp system. If I forgot something, please write it down here, guys --[[User:Chaosteil|Chaosteil]] 00:07, 5 July 2008 (CEST)
 
We did some talk about the physics engine in the IRC Channel. Basically we will tie the player physics to the client and only let the server broadcast it to the other players. (Still lightweight, since the AI of the enemies is on the server). Shooting stuff is accomplished by sending the position and trajectory vector to the server and let him decide who dies. Box2D is used only for animations to make the whole thing look dynamic, but it won't affect gameplay at all. For lag compensation etc. we'll use a timestamp system. If I forgot something, please write it down here, guys --[[User:Chaosteil|Chaosteil]] 00:07, 5 July 2008 (CEST)
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== Coding style/Naming convention ==
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We agreed on having the whole Galaxy Stations source code have the same naming convention and coding style as libwiisprite to keep all the code more organized. The source code is available at request to peek at. '''If somebody has a better idea, feel free to post it here.'''
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The Galaxy Stations team also agreed that we'll try to implement every GX hack we do into libwiisprite to give back some of our knowledge, so this is also useful for quickly implementing code back into libwiisprite.
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--[[User:Chaosteil|Chaosteil]] 00:21, 5 July 2008 (CEST)
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