All the clients can do is request a change of heading, target speed,
fire, refuel, shield, etc. The server validates the requests, detects
collisions, updates co-ordinates, etc. then sends the data to each
client. The communication is all via UDP sockets. It's only been
tested with a few people playing, so I'm not sure what it's limitations
are yet - maybe I need to set up a bot that can connect and play then
start several bot instances..
The current client stack is available at
https://drive.google.com/folderview?id=0B_yStO6pph2XWjZDUEtmZmMzTEk&usp=sharing
Feel free to have a poke at the code :D
On 03/07/2013 17:03, Mark Talluto wrote:
Most impressive. Would you reveal more about the architecture of the game? I
am curious about your server/client implementation. Are the clients reporting
their positions to the server and the server redistributes the data to the
other clients? Or are the positions coming from the server and the clients are
displaying those positions? This is all very interesting.
Best regards,
Mark Talluto
canelasoftware.com
On Jul 3, 2013, at 3:53 AM, John Craig <j...@splash21.com> wrote:
Thanks, Mark. LiveCode is continuing to impress me with with each addition the
team makes. This game is running from a server - we are both connected
remotely and I had to turn the speed down a few notches after the latest tweak
- it was just too fast to play sensibly! I'm really looking forward to the new
sprite layer mode and physics engine - so many possibilites :D
Dog fight on the latest version of the demo with speed cranked down;
http://youtu.be/65EcxAWrRvk
Example running too quickly (it's great that LiveCode is capable of this and
that we had to crank things down);
http://youtu.be/nFEwaEO3zbc
We also tried at x3 speed - which was just ridiculous...
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