NetworkProtocolNotes

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* connecting webgl+javascript in browser via html5 websocket (tcp) to lua/c++ server
* connecting webgl+javascript in browser via html5 websocket (tcp) to lua/c++ server
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* websocket(tcp) maybe doesn't support binary data but only utf8 "text" blocks
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* jason encoding for structured network messages might be good for speed on clientside (javascript slow?) and utf8 as well as debugging
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* 8x8x8 terrain chunk might be transferred as 512byte long utf8 text string, if blocktype is encoded as printable utf8 char
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== server-sent content ==
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* tiles (box) types : texture url, name (tooltip) properties
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* monster/creature "models" (pixel art flat sprites first, later maybe simple modelling from big-pixel textures and rect-blocks?)
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* player skin ?
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* mapdata (update) : tile by tile (chunk) or single tile update
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== movement & show/hide/create/destroy ==
== movement & show/hide/create/destroy ==
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** a bit ore findable in soil layers ? (burn wood->coal ->smelt ore ->metal : stone anvil + coal + stone hammer -> crude metal tools)
** a bit ore findable in soil layers ? (burn wood->coal ->smelt ore ->metal : stone anvil + coal + stone hammer -> crude metal tools)
*** metal hammer, metal anvil : better tools
*** metal hammer, metal anvil : better tools
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= naming conventions =
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* "tile" is a unit box, used for terrain and similar, 1x1x1
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* "chunk" is a group of 8x8x8 tiles
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* the term "block" is avoided as it is ambigious and could be understood as 1x1x1 or 8x8x8

Revision as of 19:46, 22 October 2010

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