Difference between revisions of "Roadmap"
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				Ghoulsblade  (Talk | contribs)  | 
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* <strike>load ships saved in editor as nodegroups</strike>  | * <strike>load ships saved in editor as nodegroups</strike>  | ||
| − | |||
* <strike>extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes</strike>  | * <strike>extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes</strike>  | ||
| − | * generate LOD meshes for ships  | + | * (load ships saved in editor as mesh)  | 
| − | * remove inner faces of ships  | + | * (generate LOD meshes for ships)  | 
| + | * (remove inner faces of ships)  | ||
* <strike>server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted)</strike>  | * <strike>server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted)</strike>  | ||
* <strike>client : open connection to server socket  (net_L.cpp : NetConnect)</strike>  | * <strike>client : open connection to server socket  (net_L.cpp : NetConnect)</strike>  | ||
Revision as of 21:29, 28 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 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