Difference between revisions of "Roadmap"
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				Ghoulsblade  (Talk | contribs)   (→simple multiplayer)  | 
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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)  | ||
| Line 18: | Line 19: | ||
* 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