I have added peer-to-peer networking to howitzer skirmish.
It will be two-player only for now.
The communication is UDP based.
In each UDP datagram, the player's tank is described (hull, turret, sprockets, barrels).
For now, I send 10 packets per second of each 224 bytes.
This would mean 20 kbit up and down, which should be reasonable in this age of cable modems.
There is no in-betweening yet, or dead-reckoning.
Only player state is communicated.
As there is no hit detection, there is no scoring system yet.
As for the physics side of things:
The enemy tank has ODE geometry associated with it, so the player can collide with the enemy.
The enemy tank has no ODE body associated with it though.
Also, I added counters on screen for FPS (frames/sec) and PPS (packets/sec)
Bram
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Will the physics be managed by the server or the client ?
Will there be some other terrains like sand or water ?
Have you planned more than 1V1 mode ?
Will there be a way to easily make new game mod ? (For instance, a capture the flag mode would be nice, but I think you won't write everything)
Same for making maps
Will there be only one type of tank or more ?
Anyway even if the answer of all questions is no, i think this game may be nice so keep working :)
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physics is client side.
it's pure peer2peer, so there is no asymmetry in clients.
terrains will be very simple at first.
maybe even geometrical instead of realistic.
currently only 1v1 is planned.
2v2 should be not too hard to do, at the cost of tripple bandwidth use.
mod? well... open source is all about modification. so hell yeah.
this thing will be more mod-able than any commercial game in existance, by definition.
currently I have only 1 tank type.
maybe it would be easy to do a simple customization step, where you trade attributes.
ammo capacity vs speed vs strength vs nozzle velocity vs ....
so that you can drive faster if you take less ammo.
Bram
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
A little update on the progress I've made so far:
I have added peer-to-peer networking to howitzer skirmish.
It will be two-player only for now.
The communication is UDP based.
In each UDP datagram, the player's tank is described (hull, turret, sprockets, barrels).
For now, I send 10 packets per second of each 224 bytes.
This would mean 20 kbit up and down, which should be reasonable in this age of cable modems.
There is no in-betweening yet, or dead-reckoning.
Only player state is communicated.
As there is no hit detection, there is no scoring system yet.
As for the physics side of things:
The enemy tank has ODE geometry associated with it, so the player can collide with the enemy.
The enemy tank has no ODE body associated with it though.
Also, I added counters on screen for FPS (frames/sec) and PPS (packets/sec)
Bram
More updates:
I split the p2p networking code into two parts:
-generic p2p data exchange
-specific p2p for howitzer-skirmish game
Added networking of fire events.
If a remote tank fires, the shot is reproduced on the local machine.
Still no scoring system.
Pledge at 76% :-)
Added menu interface.
A similar system to that of stormbaan coureur.
Next up:
Create a lobby server that we can connect to for match pairing.
Bram
Will the physics be managed by the server or the client ?
Will there be some other terrains like sand or water ?
Have you planned more than 1V1 mode ?
Will there be a way to easily make new game mod ? (For instance, a capture the flag mode would be nice, but I think you won't write everything)
Same for making maps
Will there be only one type of tank or more ?
Anyway even if the answer of all questions is no, i think this game may be nice so keep working :)
physics is client side.
it's pure peer2peer, so there is no asymmetry in clients.
terrains will be very simple at first.
maybe even geometrical instead of realistic.
currently only 1v1 is planned.
2v2 should be not too hard to do, at the cost of tripple bandwidth use.
mod? well... open source is all about modification. so hell yeah.
this thing will be more mod-able than any commercial game in existance, by definition.
currently I have only 1 tank type.
maybe it would be easy to do a simple customization step, where you trade attributes.
ammo capacity vs speed vs strength vs nozzle velocity vs ....
so that you can drive faster if you take less ammo.
Bram
Created a lobby for the game, so that players can be paired up.