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Client Server network communication / Multiplayer

  • itzvnodm
  • Apr 20, 2015
  • 1 min read

Added client/server network communication.

  • Start the game by editing Scene file in either client mode or (non-dedicated) server mode. The server listens, the client connects.

  • In client mode, the game does not create any additional players until the server instructs it to.

  • Messages sent between client and server are reliable for important "must arrive" messages, and unreliable for "kinematic state" updates.

  • The client's player character joins the opposing team.

  • From the server side: As client connects, the client is notified of his initial position and orientation.

  • All player's positions and orientations are kept in sync between the two peers.

  • The game score is kept in sync between the two peers.

  • Any "Pause" functionality is disabled on both server and client, but only when connected.

  • Tag - Who needs guns? :)

  • To stop the flag carrier from returning to his goal, the player can "tag" him. (Meaning: the distance between the two players should be less than 'x')

  • If a player is "tagged" while carrying a flag, then the flag is reset back to it's original position.

  • If both players are carrying a flag when the "tag" occurs, then both flags are reset.


 
 
 

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