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Plan for Wietse Van Aerde
Plan for Wietse Van Aerde
| Name: | Wietse Van Aerde | ![]() |
|---|---|---|
| Date Posted: | Apr 03, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Wietse Van Aerde |
Blog post
I need to create some proof of concept. Including some basic Torque-engine compilations. This requiers time I do not have at the moment. Perhaps NEXT holliday...
One of the things I wish to try is a way to let two clienthosts communicate with eachother.
A bit like how the rts C&C game work.
No central server, just 4 clients that communicate with eachother. (in this case 2 clients)
To do this, I will need to:
1: create a bare bone (very bare) game. (did I say bare? I mean stripped naked!)
2: a way to indicate that the two clienthosts have connection and can exchange data between eachother. (switching a texture off/on)
After this, I want to try to have the two clients exchange an object between eachother.
To visualize:
1: give each clienthost a map.
2: create a portal, this portal is linked to the other clienthost
3: when object (with set vector) reaches portal, object properties are transmitted to connected clienthost.
4: upon receiving object properties, original clienthost receives notice of succesful transmission. object is created with given properties.
5: original clienthost destroys object on receiving succeful transmission
A bit like how the rts C&C game work.
No central server, just 4 clients that communicate with eachother. (in this case 2 clients)
To do this, I will need to:
1: create a bare bone (very bare) game. (did I say bare? I mean stripped naked!)
2: a way to indicate that the two clienthosts have connection and can exchange data between eachother. (switching a texture off/on)
After this, I want to try to have the two clients exchange an object between eachother.
To visualize:
1: give each clienthost a map.
2: create a portal, this portal is linked to the other clienthost
3: when object (with set vector) reaches portal, object properties are transmitted to connected clienthost.
4: upon receiving object properties, original clienthost receives notice of succesful transmission. object is created with given properties.
5: original clienthost destroys object on receiving succeful transmission
Submit your own resources!| Stefan Lundmark (Apr 03, 2005 at 17:51 GMT) |
| Adam deGrandis (Apr 03, 2005 at 18:47 GMT) |
| Drew Hitchcock (Apr 03, 2005 at 22:43 GMT) |
Wouldn't a peer-to-peer style create a lot of cheating problems?
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