Re: [Plib-devel] Re: KobayashiMaru & plib
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From: Alexander R. <a_r...@in...> - 2000-08-25 18:58:45
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Hi, Sam Stickland wrote: > > I'm working on a similar game to KobayashiMaru myself, but I understand the technical challenges involved and I don't expect to ever > fully complete the project. I'd really would like to see more of your project - but I have to get it running first on my system before I can start contributing :-) > I'm tackling it in stages, creating the neccessary technology at each stage to Like me. > complete those goals. So to begin with I have a > straight up space-shooter (and this has taken me long enough! :). Like me. > I'm currently in the process of taking the network code from this and rewriting it into a separate generic library (something I > should had done from the start, but hey, we live and learn). The network library (to my surprise), is turning out to be quite > > The network library shields all the nasty dead-reckoning, time-sync, latency and path extropolation problems at it's highest level. My game is designed - in the back of my head - to be net/multiplayer. At present, you won't find anything in the code, but it can be easily put in. But I have never opened a socket myself, so I'd really like not to use the libc-functions directly, but rather use a network library that does all the stuff I don't know about (yet). > This isn't fantasy. I have this code base working, and I'll have small programs to demonstrate the library ready in the coming > months (starting with network Pong! and getting more complex). So, I'd really probably like to use your network-code, or ACE, or whatever, as long as it's easy-to-use. Just gimme. > Now, this is only a very tiny part of what a game like KobayashiMaru would need to achieve - and this has taken me 18 months to get > this far. :) EEEK! > When the network library is fully debugged, I plan on adding a basic trading mechanism to SpaceThing - and the amount of spare time This is something I wouldn't want to do for KobayashiMaru, cause I don't like that trading stuff, but I wouldn't mind if someone else would program it (optionally). Even better - keep the trading stuff separated from the space fight/flight stuff, and maybe I could simply put that in my game, too. > I have at the moment (maybe I'll have to stay in more), this will be a while. After that I need to add a persistant database to the > server-side of the network library. God knows how long that will take! > > >From my point of view it's a bit of fun, and I get nice side programs at every stage - even it is shitty Pong! :) Show me! Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://kobayashimaru.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |