Difference between revisions of "Roadmap"
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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