clients, objects, and things that make the world turn..
by Jonathan Tarbox · in Torque Game Engine · 09/19/2002 (8:53 am) · 0 replies
Well, given that I with to stay with using the built-in networking, I've been trying to determine how I can do this.
Basic game idea: space empire rts
now doing the base rts universe/empire view/navigation mode isn't a problem, but for combat I wanted to get into a more fun and exciting ship to ship/fleet to fleet view/control.. much like Homeworld.
Problem: In the combat mode, not all clients are necessarily going to be involved, or in fact may be in combat elsewhere.
Now, my first train of thought was having a main server and the clients hosting the combat mode 'missions', but in reading the scripts and code this started to sound bad or even not possible.
So, I started thinking some more.. taking my starfield object I'm making I'm fairly certain I can make a client that can toggle between a navigation/empire view to a close up ship view/combat mode.
So, stepping further along from that I'm considering how to seperate different combat areas.. as in, player 1 and 2 may be in combat in star system 1, while players 3 and 4 may be in combat deep in space.
One thought is (kinda a remnant of my days working in Crystal Space) to use different non-interconnecting sectors. I see a little portal code, but I can't really tell if there are seperate sectors or not.
Another thought is to have the server 'filter' the mission data for the clients.. kinda making missions like a subscription, you tell the server which mission area you are in. example.. First channel for global empire data, second for chat messages, third and beyond for combat mission areas (each area using one channel..)
Only problem with this is I cannot see where stuff is to implement alot of this. Mission data is added to the MissionGroup, projectiles seem to be added to MissionCleanup, and there is also a ServerGroup... But where would one be able to alter which clients get sent which data? in script or in code? and why is $instantGroup assigned both ServerGroup and MissionGroup one after another, doesn't that overwrite the prior?
ok, gonna catch some Zzz's, later all.
-jtarbox
Basic game idea: space empire rts
now doing the base rts universe/empire view/navigation mode isn't a problem, but for combat I wanted to get into a more fun and exciting ship to ship/fleet to fleet view/control.. much like Homeworld.
Problem: In the combat mode, not all clients are necessarily going to be involved, or in fact may be in combat elsewhere.
Now, my first train of thought was having a main server and the clients hosting the combat mode 'missions', but in reading the scripts and code this started to sound bad or even not possible.
So, I started thinking some more.. taking my starfield object I'm making I'm fairly certain I can make a client that can toggle between a navigation/empire view to a close up ship view/combat mode.
So, stepping further along from that I'm considering how to seperate different combat areas.. as in, player 1 and 2 may be in combat in star system 1, while players 3 and 4 may be in combat deep in space.
One thought is (kinda a remnant of my days working in Crystal Space) to use different non-interconnecting sectors. I see a little portal code, but I can't really tell if there are seperate sectors or not.
Another thought is to have the server 'filter' the mission data for the clients.. kinda making missions like a subscription, you tell the server which mission area you are in. example.. First channel for global empire data, second for chat messages, third and beyond for combat mission areas (each area using one channel..)
Only problem with this is I cannot see where stuff is to implement alot of this. Mission data is added to the MissionGroup, projectiles seem to be added to MissionCleanup, and there is also a ServerGroup... But where would one be able to alter which clients get sent which data? in script or in code? and why is $instantGroup assigned both ServerGroup and MissionGroup one after another, doesn't that overwrite the prior?
ok, gonna catch some Zzz's, later all.
-jtarbox
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