11-26-2009, 06:47 AM
I'm constructing it in Java and the eclipse platform, partly to prove that Java slowness is in the past. Mostly because it's ideally suited to tackle large projects. An added benefit is that it'll run on practically every OS. The reason the plumbing took such a long time is that we have MMO aspirations. And since I don't have the illusion that we're going to be able to afford a server park, all interactions are pushed back into interpolation units. So that basically I can send complex behaviors to all clients in one go and have the clients interpolate them without the server thinking about it. In the average game you need a steady flow of instructions to keep a moving object moving. In this one you need to send one command, with some parameters to all witnesses of the movement. And they'll all visualize it in a similar way aiming towards having the object arrive at the same time on all clients. To keep the server load low. Since this is a spacegame we're able to cheat a little in this area.
Most of the time went into figuring out how to keep many clients updated of changes. And how to keep the system modular. I want to be able to hook in systems like trade or stories.
At any rate, I started from scratch 4 times now. Like I said, I'm not sure I'll ever finish it. But we've got client, server, 3d visualisation with simple shaders. The required model loaders. A working heads up gui. And a nifty json inspired object language I use to define game data in.
Here's a two months old screenshot. It's fairly accurate, I have been fiddling with other projects most of the time since.
Screenshot 090927.jpg (Size: 100.32 KB / Downloads: 12)
Are you a coder Carrie?
Most of the time went into figuring out how to keep many clients updated of changes. And how to keep the system modular. I want to be able to hook in systems like trade or stories.
At any rate, I started from scratch 4 times now. Like I said, I'm not sure I'll ever finish it. But we've got client, server, 3d visualisation with simple shaders. The required model loaders. A working heads up gui. And a nifty json inspired object language I use to define game data in.
Here's a two months old screenshot. It's fairly accurate, I have been fiddling with other projects most of the time since.
Screenshot 090927.jpg (Size: 100.32 KB / Downloads: 12)
Are you a coder Carrie?