I think he said platformer in the brainstorming thread.
Indeed it is a platformer... And one in the style of super smash bros / early tekken remixes. So it really just a platformer shoot em' up, blow the living daylights of anything that moves style game... Hence emphasis on multiplayer
I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.
Sounds interesting. And a lot of work too. I hope you can pull it off.
I hope so too... My first 'issue' is the fact my game and attacks heavily rely on a particle effect system. Now how do you check whether 5,000 particles are hitting each player every frame... Hmm. I'm thinking of filtering it by angle then distance instead of re-calculating particle positions and then trying to match them.
The networking (ironically) is the easiest part: for each play to move, it must be sent a record of data. Each player has its own movement thread. In a human instance, this is done via the keyboard, for the AI it sends key codes. Simply, all you do is send off a packet of movement info over TCP to the destination IP and tell the network thread what player thread it should pipe the info to. simples. Sdl_Net comes in handy here - I had a go with the recently drafted Prometheus Data Transmission Format and Prometheus_Net but it is simply too buggy to be usable. Also its a tad slow for me likes since it has yet to be written in its optimized form for each OS
So its a fair amount of work, but aside from a few minor instances nothing I haven't done before. In other words, theres little POC code to go wrong. And did I mention: 3 days or so from beta?! (no networking yet so don't get your hopes up too high. Just a test for performance on other peoples systems. VMs only do so much)
I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.
Hi. Did you start coding?
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It is always fun with a screenshot, even if in an early stage.
You could use a spatial collision algorithm - put each particle into a 2d grid 'slot' by it's location, and then when you check the player, see which 2d slots the player is covering and only look in those slots for particle collisions.
This will speed things up lots!!
cheers,
Paul
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I found a novel solution now: particle are based on threthings; time, angle and speed. All I need is starting coords + (Time * Speed) and see if that is in the player area twice. One for the upper limit the other for lower. Then just use an if to check each particle in that range. Easy as 1, 2, 3 and so far seems fast enough (checking 1,000 particles every frame @ 55fps eats around 150-200mhz ) although speed tweaks are on the way to use those other cores more efficiently...
Also looking into using the power of OpenGl HW and textures with some colour values and framebufferobjects to do some HW acc detection: at the power usage of 50,000 pixels/sec is not much right? Although since its POC code I doubt it will be part of the final entry TBH
Last edited by code_glitch; 08-07-2011 at 10:20 PM.
I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.
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