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- > Okay, it's time for me again to throw in an idea here... There's been some
- > discussion back and forth between people about how to best handle the
- > information interchange between the networking machines, and there's been
- > quite a few good (And a slightly less amount of bad) suggestions.
-
- Yes. It's nice to see that so many people have ideas. :-)
-
- > Now, the networking package could be arranged so that, no matter which
- > machine initiates the networking sequence (ie, one random machine
- > initially sends out a networking initiation message throughout the net),
- > each machine should check its own capabilities to see which one would be
- > best suited to act as the controlling unit. It would be natural for an
- > accellerated machine to handle the most CPU-stealing stuff instead on a
- > standard-configuration Falcon.
-
- This sounds okey to me.
-
- > Therefore, I have made a temporary mental sketch of the initiation
- > sequence that could be used. Here's the idea.
- >
- > In any given network, be it two players or fifteen, a single machine
- > should send out a message on the net that a networking game is to be
- > started. The exact message to be sent does not have to be clear to discuss
- > this feature - that is a matter for the programmers to decide upon. The
- > first message should simply be to detect the numer of machines in the
- > network, and to assign a unique identifier to the diferent machines. (The
- > machines that initates the sequence could be #0, the next #1,and so on)
- >
- > Following that, a message asking each machine to check the available
- > hardware should be issued. This should involve a check of drawing speed on
- > a set area of the playing area, preferably one that involves complex
- > shapes to _really_ test the frames/second ration. This should take but a
- > second if the proper code is used. Then the fastest machine is assigned as
- > the master server, and takes over msot of the network handling. (To make
- > things easier, if the fastest machine is not the same one that started th
- > network, assigning new identifiers to each machine, with the new master
- > being #0 should be considered.
-
- Do you realy have to first assign a unique identifier for each machine and
- when check the harware status and when reorder the identifier? Couldn't this
- be done at the same time? I mean, one machine (the first one that jumps into
- network mode) will ask the others about their hardware status and when it
- handles out the unique identifier. You must also know how many players
- it should watch for. This could easiely be done by a menu there you type in
- how many players there is. Another easier solution would be if you deceided
- your self which compter will be the master. Don't you know what you have inside
- your own computer? ;-)
-
- > Anyway, at this point we will have a working network.
- >
- > Then for the interchange of game information. What we really need to know
- > is how much information needs to be transferred at the point the game
- > starts. For each individual player, the absolute minimum would be this:
- > - Position within the level. This will have to be three words or longwords,
- > depending on the nature of the game (I have absolutely no clue!)
- > - Facing of the player. In which direction is he facing? This is vital to the
- > other machines drawing the player's sprite.
- > - Movement speed. Logical.
- > - (Optional) Sprite identificator. We might want to use different sprites for
- > for each player depending on the weapong he/she wields. It wouldn't be
- > the most logical thing if player #2 is using a machine gun but all others
- > see him using a scythe, right?
- > - Additional sprites. If a blowtorch has been fired by the player all others
- > should be able to draw the flame, right? This will have to include
- > direction and speed of the additional item(s)
- > - Movement of enemy sprites. It would't be good if ten machines didn't
- > synchronize the movement of enemy sprites. The logics included would be
- > hilarious, though - Just think of it guys ;-) (This package could get big)
-
- If we are going to have an midi-maze mode, and I think many wants one, you
- wouldn't need to calculate any AI as there isn't ny monsters just the
- players. Maybe we could have on midi-maze mode with up to 15 computers (or whatever
- the maximum is before the game gets to slow) and one mode with monsters but
- maybe only with a maximum of 4 computers or less.
-
- > There might be more I don't remember. To reduce the networking required,
- > it would be a good idea to let the master server calculate the AI of the
- > enemy sprites instead of having all the machines do it individually. That
- > way the networking load would be reduced and (possibly) the redraw speed
- > of each individual machine increased, especially if the server does
- > nothing but maintain the network. I, for one, support the idea, seeing how
- > it can lessen the load on the other machines.
-
- This will only be neccesary if you are not using the midi-maze mode and
- if you use it you will either have to use fewer computers (like in doom, 4)
- or a master server computer like you said. If you have an master server
- you might be able to use more computers than 4. You still have to send all
- the information over the net where the monsters are though.
-
- > These are the first ideas. No doubt they will be changed, though I believe
- > the basic idea might survive the needs of the game. I'm looking forward to
- > hearing constructive criticism on this one, as well as other ideas.
-
- I think it's a good start.
-
- > And now for something completely different: When will there be a new beta
- > version of BM out for the rest of us to see? I'm eager to see how far the
- > texture-mapping has come!
-
- I got a letter from Doug today and he said that he have now done the texture
- mapping of the walls, ceiling and floor now. He have also done lightning effects
- and z-shading for the ceiling/floor but not yet for the walls. This will be
- done before he releases it. He uses only one texture for the walls and one for
- the ceiling/floor, but this have to do with the WAD loader and this will also
- be fixed before he releases it and he will also optimise it even more.
-
- I think we will see this version soon as he is very fast. Maybe on monday if
- it all goes well. :-)
- I can't wait to see it. :-)))))
-
- //Magnus Kollberg
-
-