Hey all.
Now, I'm no expert at network coding, however, I've had an idea.
An idea that, by myself, i can get *working*- but it wont be as efficient and bugfree as it could be:
The idea:
Automatic networking of entities after the calling of a "networkentity" command. Tokamak physics could be included.
Its built around BPLite though i may change that.
Whatsit do?
well, Each frame, each entity is checked, and if *this* computer has updated it, send a message to the server- stating its position, rotation and any forces. Obviously, this isnt required every single frame since toka would take care of alot of it after setting forces.
It works by giving every entity a network ID. each level has the same, static amount of items (to begin with) which end up with the same ID on each computer.
This *should* mean that if client four moves object 4, it should be seen on each computer.
Now, i can se thus far quite clearly... however, I feel I'm missing something.
So, what i could do with to help here is:
1) Do you think it's a good idea to do this? (I *WILL* be releasing source since as i already said, I can't take the idea to its full potential)
2) Am I missing anything i should be thinking about? i can see one flaw of the idea, that each player entity would be trying to move every other player entity, because on every computer, Player1's mesh has the same ID. Moving player1 on machine 1 will move player2's machine :(. That should be easy to get around, but, Is there anythnig else I should think about?
I apreciate any thoughts- This will be a good coding/training excersize for me :)
Now, I'm no expert at network coding, however, I've had an idea.
An idea that, by myself, i can get *working*- but it wont be as efficient and bugfree as it could be:
The idea:
Automatic networking of entities after the calling of a "networkentity" command. Tokamak physics could be included.
Its built around BPLite though i may change that.
Whatsit do?
well, Each frame, each entity is checked, and if *this* computer has updated it, send a message to the server- stating its position, rotation and any forces. Obviously, this isnt required every single frame since toka would take care of alot of it after setting forces.
It works by giving every entity a network ID. each level has the same, static amount of items (to begin with) which end up with the same ID on each computer.
This *should* mean that if client four moves object 4, it should be seen on each computer.
Now, i can se thus far quite clearly... however, I feel I'm missing something.
So, what i could do with to help here is:
1) Do you think it's a good idea to do this? (I *WILL* be releasing source since as i already said, I can't take the idea to its full potential)
2) Am I missing anything i should be thinking about? i can see one flaw of the idea, that each player entity would be trying to move every other player entity, because on every computer, Player1's mesh has the same ID. Moving player1 on machine 1 will move player2's machine :(. That should be easy to get around, but, Is there anythnig else I should think about?
I apreciate any thoughts- This will be a good coding/training excersize for me :)
