This is a crude outline of a mechanic that I thought would be fun to explore as I am building real time mesh creation for my other game.
Main features:
Shoot through walls with beams
Let you friends drop to the abyss
How to play:
Open the bge_client/blend and press p to play.
The game will create the maps from a random seed from the server,
so it will lag the first 10-20 sec.
How multiplayer works:
It will try to connect to the server on the ip on the serversettings.py file.
If that fails, it will search for a server on your machine.
If that also fails, it will create a server on your machine.
So on the same computer to test multiplayer just open the game twice.
To connect to other computers server edit the serversettings, and probably pray.
(works on local networks, can’t test otherwise as of dorm internet restrictions)
Two players (red boxes):
General shooting:
If someones beefy computer can handle more: In the scene there is worldGen object with properties map_size and chunkSize.
map size 5 means 5*5 chunks, chunkSize is the room size in this case.
If anyone is interested in this kind, let me know,
as I otherwise don’t really plan to finish it up with my current motivation.
Just wanted to get a demo out to see how it rolls.
Can you calculate load occaionally over time like red faction gorrilla and make a structure fall if it gets too damaged?(pieces go rigid body, hit the ground then disperse over a amount of time that wont cripple physics?)
@ChicOrtiz
To open the game twice open the blend twice to have two blender instances.
Single player should work just by opening one game, as i said, it will create a server automatically.
Maybe my server scripts ( sockets ) are not compatible with Ubuntu… :spin:
What does the console say?
Does it show in the game the debug properties: data load, id and a ip(host)?
The point was, that it was supposed to be as easy as to press p to play.
@BluePrintRandom
I could, but do you know that don’t go well together? lag and fps…
Structural physics is in a sense pathfinding, where every atom/block is a node.
The load can be spread, but then the reaction would happen too late to feel consistent with a fast paced shooter.
I would only be interested in this multiplayer demo if there was dynamic terrain loading.And i could really make a game out of it with low poly characters for npcs and players.Not like mine craft characters.