Mumbles Posted July 13, 2010 Posted July 13, 2010 I've now finally managed to get some meaningful data passed between 3 computers using winsock (using both TCP and UDP). The next step I would feel would be to have a Leadwerks program, residing on multiple machines, talking to each other. Now, we all know that you can't really use any of LE's commands without calling Graphics() first. This means I can't have my server verifying that objects are not flying through the walls. I therefore decided, that the best solution would be to make the dedicated server implement its own version of Newton (Preferably, the same version that my version of LE uses - to just avoid discrepancies). Indeed, once a small test of two cubes flying around together has been completed. Then it would be time to move on to my small scale q3 rip-off. This would then see my first project completed - and not before time too! [Line edit]Also, is it possible to obtain the code/pseudocode for the character controller used in 2.27 with without a full, cumbersome Leadwerks Source license, So that I actually can use character controllers later (without having to substitute them for something else). Or would this revealing too much of a trade secret to be allowed? (Typo substantially changed the viability of my request - of course I wasn't asking for a source license for free. I was asking if that small section of the engine was allowable without having to buy the enitre source, which I don't really need) Quote LE Version: 2.50 (Eventually)
Mumbles Posted July 15, 2010 Author Posted July 15, 2010 I guess that settles it then... I'll go with 2.18 working towards swapping out the controller for an UpVector (despite the numerous warnings that they don't behave desirably). The graphic-less server and the playable client need to match, even if that means putting up with something that I know will be probably be the basis of many complaints... Quote LE Version: 2.50 (Eventually)
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