Showing posts with label RakNet. Show all posts
Showing posts with label RakNet. Show all posts

Wednesday, October 12, 2011

CQX Progress Update.

Progress on the Casual Quest XNA port has been coming along rapidly since project start a few weeks ago. Data driven class, baddy and skill systems are all built and functioning. Collisions with the map are fully implemented for both players and monsters, while rudimentary collisions with skills is in progress and partially working. In game chat is also working at this point.
The project is officially greenlit by the original creator, and I have the support of the current maintainer of the BYOND version. Things are looking pretty good so far, let's hope it continues.

Sunday, September 25, 2011

Network Framework up and going

So, using the Network Library RakNet, I've been able to get some semblance of a Client/Server setup going.
Currently Joining a server, toggling ReadyState, and multiple users mulling about on a map are implemented.

Need better handling of Client Disconnects (Should attempt to immediately reconnect once or twice before dropping altogether), as well as Drop In support (Join while a game is running). Perhaps more importantly, there needs to be some actual GAME (No monsters spawn, or anything like that yet). There's no prediction or interpolation, so it'll be pretty susceptible to lag, and in general, there's a lot to do. But hey, Progress!

Tuesday, September 20, 2011

New Project!

This one is already Designed and Arted up, in fact if you've been around the BYOND community you may have heard of it:



Still in the early stages of development, but progressing nicely. Currently the Networking code is under the lens. More updates as I have em!

Sunday, April 24, 2011

Random updates.

Well since GameSpy is out of the question I looked around a bit and found RakNet. Turns out it's also free for us indie devs as well. What's even better is that they've done most of the hard work for us. Included is the support, setup, and documentation for using Swig to wrap the C++ dll's up for use in .Net. So yay! Windows Networking support without having to roll everything from scratch!

On that note I have a small side project used as a testing bed for learning that piece, more on that later.

The main project is progressing, if slowly. Got tunnel shadows implemented with remarkably little work, and it looks pretty good too.