ok... here's the thinking on this...
1 - In your game, you're aboard a large vessel... a submarine... a star ship... or in a big building...
2 - There are 3 or 4 players running around... either with weapons trying to shoot each other, or with the ability to control the vessel that they are aboard, or reach a goal in the building they are in...
How would you make something like this... how would you plan the thing out before you start developing the logic and the artwork... what are the things that you have to take into consideration...
Well... first, i would think that modeling the entire vessel, building, or level would be outta the question... especially if there are several things that need to be done at different parts of the ship, building, or level... and if the level has a high degree of detail...
In this case i think that a separate model might be appropriate for each "area of activity"... as well as a separate .3dr project file, just so that things (logic, 3drad object linkings, model geometry) would be kept simple and at a minimum...
So... in short... s hip could have a control room as a level ( model and .3dr), a Combat Info Area as another level (model and .3dr)... and possibly other areas, also as separate model and .3dr projects... and the game would allow the players to go between different parts of the ship during gameplay...
This is where the idea of a DEDICATED SERVER CAME UP...
If the server was controlled by one of the players, then the entire game would pause when that player changed levels... not good...
also..
If the ship were in motion, it would also stop when this player changed levels...
finally...
Since I do all the physics stuff on the server and only have the user inputs come from the clients, i need the server to be running all the time...
OK... all this is not as complicated as it sounds...
If you wanna try it, load up the NetBall Arena demo and remove the camera object... select a non visual object and save the project... reload it and exit RAD... Compile it and run it... when it comes up, minimize it and open 3DRAD and run the NetBall Arena Client....
you'll see that you can now log onto the running server and play the game...
does this interest anyone planning a multiplayer game... (you're gonna need to have some knowledge of scripting and the Net Global Array)
**edited **
actually, the stuff here is applicable to single player as well as multiplayer games... if anyone remembers the original UnReal Tournament, regardless of whether you were playing single player or multiplayer, a server was always running... the same applies to the Torque Game Engine...
actually, it makes a lot of sense dividing your game into GAME LOGIC and CLIENT LOGIC parts... it'll make any game easier to develop...
--Mike
1 - In your game, you're aboard a large vessel... a submarine... a star ship... or in a big building...
2 - There are 3 or 4 players running around... either with weapons trying to shoot each other, or with the ability to control the vessel that they are aboard, or reach a goal in the building they are in...
How would you make something like this... how would you plan the thing out before you start developing the logic and the artwork... what are the things that you have to take into consideration...
Well... first, i would think that modeling the entire vessel, building, or level would be outta the question... especially if there are several things that need to be done at different parts of the ship, building, or level... and if the level has a high degree of detail...
In this case i think that a separate model might be appropriate for each "area of activity"... as well as a separate .3dr project file, just so that things (logic, 3drad object linkings, model geometry) would be kept simple and at a minimum...
So... in short... s hip could have a control room as a level ( model and .3dr), a Combat Info Area as another level (model and .3dr)... and possibly other areas, also as separate model and .3dr projects... and the game would allow the players to go between different parts of the ship during gameplay...
This is where the idea of a DEDICATED SERVER CAME UP...
If the server was controlled by one of the players, then the entire game would pause when that player changed levels... not good...
also..
If the ship were in motion, it would also stop when this player changed levels...
finally...
Since I do all the physics stuff on the server and only have the user inputs come from the clients, i need the server to be running all the time...
OK... all this is not as complicated as it sounds...
If you wanna try it, load up the NetBall Arena demo and remove the camera object... select a non visual object and save the project... reload it and exit RAD... Compile it and run it... when it comes up, minimize it and open 3DRAD and run the NetBall Arena Client....
you'll see that you can now log onto the running server and play the game...
does this interest anyone planning a multiplayer game... (you're gonna need to have some knowledge of scripting and the Net Global Array)
**edited **
actually, the stuff here is applicable to single player as well as multiplayer games... if anyone remembers the original UnReal Tournament, regardless of whether you were playing single player or multiplayer, a server was always running... the same applies to the Torque Game Engine...
actually, it makes a lot of sense dividing your game into GAME LOGIC and CLIENT LOGIC parts... it'll make any game easier to develop...
--Mike