NetworkProtocolNotes

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* items (on ground and in backpack/inventory. pickup?)
* items (on ground and in backpack/inventory. pickup?)
* buildings (look like multiple blocks but might be highlighted/tooltipped in client somehow)
* buildings (look like multiple blocks but might be highlighted/tooltipped in client somehow)
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Q : würde ich glaube ich erst mal nicht unbedingt machen, da man ja via klick auf ein tile (egal welches) mit der werkbank interagieren kann A:werkbank suckt= :P nen workshop ist auch nur ne große werbank
 
* particle effects?
* particle effects?
** area effects like rain/snow?
** area effects like rain/snow?
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* icon type = image id + tooltip  (e.g. for generic multi-choice dialog)... or negative typeid as value makes this unneccessary?
* icon type = image id + tooltip  (e.g. for generic multi-choice dialog)... or negative typeid as value makes this unneccessary?
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* dialogs (should be moved to gui section below?)
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* dialogs (should be moved to gui section below? later)
** can contain text (including icons)
** can contain text (including icons)
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** text input dialog (books, shields, player name)
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** text input dialog (writing books, signs, player name)
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** inventory
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** inventory (quickbar?)
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** crafting : list of thinks one can produce (with tooltip and costs, marked red or something like this if you dont have enought ressources) in ou
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** crafting : list of thinks one can produce (with tooltip and costs, marked red or something like this if you dont have enought ressources) in your backpack
== vehicles ? ==
== vehicles ? ==
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* "chunk" is a group of 8x8x8 tiles
* "chunk" is a group of 8x8x8 tiles
* the term "block" is avoided as it is ambigious and could be understood as 1x1x1 or 8x8x8
* the term "block" is avoided as it is ambigious and could be understood as 1x1x1 or 8x8x8
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= aufgaben/interesse verteilung? =
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hagish : wasser-simulation, pathfinding (multithreading)?  c++
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ghoul : lua-scripted events, e.g. tree falling if lumberjacked, webgl client (but quick&dirty,lua>js), network?
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= todo plan =
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* gui system detailed net messages
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* physic resync / blocking / cheatprotect ? later
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* server : multithreading data access (water sim + pathfinding mainly, double-buffer old=readonly to avoid locking)

Revision as of 22:20, 22 October 2010

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