Difference between revisions of "Roadmap"
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* load ships saved in editor as mesh | * load ships saved in editor as mesh | ||
+ | * extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes | ||
* server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted) | * server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted) | ||
* client : open connection to server socket (net_L.cpp : NetConnect) | * client : open connection to server socket (net_L.cpp : NetConnect) | ||
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* server : ray/sphere hit detection : laser destroys ship or asteroids | * server : ray/sphere hit detection : laser destroys ship or asteroids | ||
* server : respawn killed clients when fire key is pressed | * server : respawn killed clients when fire key is pressed | ||
+ | * server : detect and handle create-listener error | ||
+ | * client : detect and handle connect error | ||
+ | * server : detect and handle client-disconnect | ||
=== coop multiplayer === | === coop multiplayer === |
Revision as of 15:21, 27 May 2007
see also the now obsolete OldRoadmap2006
simple multiplayer
target : just fly around together, blowing up asteroids and each other
- load ships saved in editor as mesh
- extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes
- server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted)
- client : open connection to server socket (net_L.cpp : NetConnect)
- send simple tcp messages : e.g. chatline (main.lua:232:SendChat , net_L.cpp NetReadAndWrite)
- server : send spawn-messages to client
- server : send spawn-messages for world on playerjoin
- server : send-resync-stuff (prepared in in location_L.cpp : SendResyncs , but not yet tested)
- client : receive-resync-stuff (prepared in in resyncreceiver_L.cpp , but not yet tested)
- client : send mouse/rotation/turn quaternion to server (udp)
- client : send key-changes to server (tcp, accelerate, fire weapon)
- server : receive player turn and keys
- server : send effects (laserbeam on weapon) to server
- server : ray/sphere hit detection : laser destroys ship or asteroids
- server : respawn killed clients when fire key is pressed
- server : detect and handle create-listener error
- client : detect and handle connect error
- server : detect and handle client-disconnect
coop multiplayer
- (to be planned) defending a space station
- (to be planned) enemies arriving in waves
- (to be planned) buying/salvaging equipment and ships between waves