Thursday, September 24, 2009

Uploaded Server Code

I've uploaded my current serverside DLL code to the repository. bearing in mind there is very little functional code in place, quite a few of the objects i've written headers for are just there so that i can remember how everything interfaces and interacts, the comments should explain the basics.

I'll be sure to walk everyone through the general engine layout I have planned at the dev-LAN

Monday, September 14, 2009

Class Structure Done

Finally Finished the serverside engine DLL class structure, and solved one of the damage engine hurdles i've been mulling over (namely, which object damages what)

Interestingly enough, this also applies the damage engine to fired projectiles. So it may be possible that a projectile shot will completely shatter upon impact, with absolutely no armor penetration or even damage. Of course, for superscience settings with energy shields, such a scenario is actually quite likely to happen (It also makes for interesting prospects with debris fields)

Cool, no?

Saturday, September 12, 2009

Plan for Serverside Implementation

I've started doing a bit of work on the server-side implementation, however, Uni and a lack of knowledge about Lua implementation has been hindering my progress somewhat, so i've decided on a bit of a middleground-


Until i manage to gain a working knowledge of Lua, i'm going to write the main engine somewhat more rigidly for our first version (internally-defined behaviours for more of the weapons and objects, for instance), and then once i get more adept at lua implementation, i'll detach the relevent objects and expose the required areas of the code to lua.


Since i'm programming the core engine as a DLL, this isn't too big a deal, as I can just recompile the DLL with lua support and plug it in with minimal impact on other server-side components. I'll just need to sit down simetime this week and work out exactly what objects and structures need to exist for our first version (As it is, the project just has a bunch of header files of things i know will be needed and a small bit of code for the 'physobj' object). Once i've got a general engine layout, I can start actually cranking somehting out


Also, we will need to work out who is going to be programming the networking. I know that once i've gotten the engine layout done i'll have a list of all the message types that need to be sent back and forth for updating, but we need to work out the actual structure for our networking stack.


Finally, kudos go to Madmock for re-writing my vector library with SSE.

I'll be uploading some images of the interface design I had in mind once i work out exactly how to prod blogger into doing my bidding


up on svn

HEY i just added a unfined version of the client side code to the svn (I think), ull need sld sdl_ttf and sdl_gfx libs to compile it (avalible at devpaks for dev c++).

Sunday, September 6, 2009

SVN Repository Online

I have setup a repository for the project (Since this is a public blog but not a public project yet i'll send the url around by email). The username/password thing isn't setup for security, its setup to help differenciate people and allow you to actually lock files and track updates etc. So far i have added sedim (yay, me), skorge, arania, madmock and gunther. Your password is your username... everything is lowercase.

Thursday, August 27, 2009

client server model

The engine will now be split into to parts client and server;the client will be responsible for user interaction and graphics while the server will be responsible for holding the game objects and physics.

Tuesday, August 25, 2009

Things that need to be done (engine side)

List of things that need to be done:

graphics
-a basic version of the graphics engine is complete
-need to expand avalible picture formats at the moment only bmp
-need to add animation (only static sprites atm)
-need to add multiple layers for GUI and game ~DONE
-scrolling text box needed
physics_engine

-some basic vector libarys avalible (aranias needs to be debugged)~DONE
-some basic handels to tie a graphics object to a game object ready
-nothing else
lua embedding
-nothing done with this yet, making lua interface with c++ classes will be difficult
Overall Structure
We need to decude on a large number of things such as:
-timing
-main game loop
-message passing
-user input