No progress, still learning
The lessons in SDL continue! I am trying to figure out the best way to structure an online game.
Ideally want to follow the structure of Quake2/3, breaking the game into specific server/client modules and allowing for dedicated servers, server mods and custom content.
I am understanding C++ more, been reading a C++ for Dummies book from the library
Also been learning networking with SDL_Net and I can now send info packets just like I was doing with XNA. The game will definitely be built around UDP protocol, which is generally the norm for fast networked games I gather (although maybe not frame lockstepped games such as RTS or UQM).
This C++ port looks like it will take a while, it is not going to be a small task. But I’ve already come this far! And learning C++ is good
http://forums.indiegamer.com - Forum for Indie Game Development
I just finished Braid yesterday and now find myself checking out peoples interpretations on what the story is about.. Like this thread! *SPOILERS* The Story of Braid, EVERYTHING spoiled
So thats it for this week!
“The game will definitely be built around UDP protocol”
Yay! \o/ I really hope it makes netplay more robust than with TCP.
If UDP doesn’t help the packet loss lagging problem, then getting client prediction implemented should keep the experience at least somewhat smooth
Why port to C ? You should check out the D Programming language, which has excellent support for OpenGL and SDL.
www.digitalmars.com
Drop me a line if you’re interested.
Well, C++ is the standard for game development, if I ever wanted to become a full-time programmer, having it on the resume would be pretty handy.
Theres also lots of online resources for learning and I would assume if anyone wanted to program a mod, they probably would be familiar with C++.