Changes

Jump to navigation Jump to search
Line 6: Line 6:  
::::I had "Unified Accounts" in mind, not "Unified characters". We could allow some servers to use the same character database, but maybe some servers do some modification to their game, so some characters may be overpowered in some servers, while they may be too lame in others. Your skeleton-based sprite system could prove indeed very useful to us and I'm looking forward to see its implementation ;) --[[User:Chaosteil|Chaosteil]] 21:56, 3 July 2008 (CEST)
 
::::I had "Unified Accounts" in mind, not "Unified characters". We could allow some servers to use the same character database, but maybe some servers do some modification to their game, so some characters may be overpowered in some servers, while they may be too lame in others. Your skeleton-based sprite system could prove indeed very useful to us and I'm looking forward to see its implementation ;) --[[User:Chaosteil|Chaosteil]] 21:56, 3 July 2008 (CEST)
   −
=Physics Engine Over Net=
+
== Physics Engine Over Net ==
 
The physics engine would be handled client-side. All the client would have to transfer is their X,Y,Direction Facing, and a few other basic stuff. We would probobly also make monster AI client-sided, and have the client just give the server their info to distribute to the other players.Station information (Like whether a door is closed or open) would be server side (so a door is not open for one person, and closed for another). This is just an idea of how I would implement it. --[[User:CloneDeath|CloneDeath]] 00:35, 4 July 2008 (CEST)
 
The physics engine would be handled client-side. All the client would have to transfer is their X,Y,Direction Facing, and a few other basic stuff. We would probobly also make monster AI client-sided, and have the client just give the server their info to distribute to the other players.Station information (Like whether a door is closed or open) would be server side (so a door is not open for one person, and closed for another). This is just an idea of how I would implement it. --[[User:CloneDeath|CloneDeath]] 00:35, 4 July 2008 (CEST)
 
:No, no, no, no, no, no. No actual game-changing code is on the client. The client just sends what he does, and receives what everything around him does. There is no other way to implement it easy and nice into a MMO. P2P is exceptionally hard (I tried it once, never again), so we should just stay on the server-does-most-of-stuff route. Physics are hard to implement this way, but we could also use a lightweight engine made on our own. --[[User:Chaosteil|Chaosteil]] 00:47, 4 July 2008 (CEST)
 
:No, no, no, no, no, no. No actual game-changing code is on the client. The client just sends what he does, and receives what everything around him does. There is no other way to implement it easy and nice into a MMO. P2P is exceptionally hard (I tried it once, never again), so we should just stay on the server-does-most-of-stuff route. Physics are hard to implement this way, but we could also use a lightweight engine made on our own. --[[User:Chaosteil|Chaosteil]] 00:47, 4 July 2008 (CEST)
Line 12: Line 12:  
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)
 
::I just mowed the lawn, and we live in the south, and it is a BIG lawn, so excuse me if my rantinging make little sense. I kinda had a bit of that idea in mind, and doing monster AI on client side would be more difficult, but ultimately spread the lag out (instead of concentrating it onthe server), but whatever is fine. As for flying body parts, just send a flag for when someone dies to all the clients that "it be dead by means of an explosion" and have each client run the physics on their own (meaning that the trajectory on every client of the body parts will not be synchronized). Make sense? Anyhow, I am about to faint from exaustion, so ima go play flash games and lie on my bed, bye yall... I will try to get an IRC thing on my laptop soon. --[[User:CloneDeath|CloneDeath]] 21:22, 5 July 2008 (CEST)
 
::I just mowed the lawn, and we live in the south, and it is a BIG lawn, so excuse me if my rantinging make little sense. I kinda had a bit of that idea in mind, and doing monster AI on client side would be more difficult, but ultimately spread the lag out (instead of concentrating it onthe server), but whatever is fine. As for flying body parts, just send a flag for when someone dies to all the clients that "it be dead by means of an explosion" and have each client run the physics on their own (meaning that the trajectory on every client of the body parts will not be synchronized). Make sense? Anyhow, I am about to faint from exaustion, so ima go play flash games and lie on my bed, bye yall... I will try to get an IRC thing on my laptop soon. --[[User:CloneDeath|CloneDeath]] 21:22, 5 July 2008 (CEST)
 +
:::IRC is really preferred right now, as we discuss a lot of things there nobody will probably write about. You can get your SVN and webspace account there for example. #galaxystations on efnet ;) --[[User:Chaosteil|Chaosteil]] 01:11, 6 July 2008 (CEST)
    
== Coding style/Naming convention ==
 
== Coding style/Naming convention ==
174

edits

Navigation menu