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2025-02-27 21:30:55 -06:00
client CLIENT: Add primary and secondary. 2025-02-27 20:51:43 -06:00
server SRV: Cleanup code. and docs plus basic help commands. 2025-02-27 21:30:55 -06:00
.gitignore CLIENT: Cleanup and add in workspace 2025-02-23 06:45:27 -06:00
Cargo.lock CLIENT: Add in networking 2025-02-23 08:35:49 -06:00
Cargo.toml CLIENT: Cleanup and add in workspace 2025-02-23 06:45:27 -06:00
readme.md SRV: bug note and protocol notes 2025-02-27 21:21:19 -06:00

The Game Design

Game Loop

A - Join hub.
B - Join another zone.
C - Complete mini game or other such event.
D - Collect items to customize character.
E - GOTO B

Architecture

Server

I have broken the servers architecture up into a handful of services.

Acceptor

This service accepts network connections and spawns off a server side client component

Client

This is a server side client connection.

A - loops till authed
B - when authed
C - spawn Player component

Player

This is a game process that represents a clients player. This can be around even without a client around. For example for anti-combat-logging.

Protocol

  • Add in placeholder text support with {i} to replace it with the currently held item for example
  • Add more placeholders for things like head chestplate and boots. {h} {c} {b}
  • Add in a placeholder meant to be filled client side ~{}

Client

This is the component I will be working on the least.

Rendering

There is a draw loop happening in the engine.

Networking

There is a network loop sending and recieving events to the server.

Game Logic

Deal with basic stuff here like gravity calculation of player movement prediction.

As for Ticks Per Second: I'm thinking about 10? or maybe 5.