Difference between revisions of "Roadmap"

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(simple multiplayer)
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* <strike>client : open connection to server socket  (net_L.cpp : NetConnect)</strike>
 
* <strike>client : open connection to server socket  (net_L.cpp : NetConnect)</strike>
 
* <strike>send simple tcp messages : e.g. chatline (main.lua:232:SendChat , net_L.cpp NetReadAndWrite)</strike>
 
* <strike>send simple tcp messages : e.g. chatline (main.lua:232:SendChat , net_L.cpp NetReadAndWrite)</strike>
* server : send spawn-messages to client  
+
* <strike>server : send spawn-messages to client</strike>
* server : send spawn-messages for world on playerjoin
+
* <strike>server : send spawn-messages for world on playerjoin</strike>
 
* server : send-resync-stuff (prepared in in location_L.cpp : SendResyncs , but not yet tested)
 
* 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 : receive-resync-stuff (prepared in in resyncreceiver_L.cpp , but not yet tested)

Revision as of 23:15, 1 June 2007

see also the now obsolete OldRoadmap2006
see also Notes

simple multiplayer

target : just fly around together, blowing up asteroids and each other

  • load ships saved in editor as nodegroups
  • extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes
  • (load ships saved in editor as mesh)
  • (generate LOD meshes for ships)
  • (remove inner faces of ships)
  • 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