I did a rather big refactoring of the game to achieve the architecture we have now. Before that the the game was a monolith. The architecture has served us well when we implemented save/load as well as recorded games for debugging. I hope we can continue to reap the rewards from this investment.
If I can perfect the recorded game feature, the road to getting simulations on each player computer to run in sync should not be that long. Then I can probably keep most of the code we have already. I will still need a system to send out commands and manage the time steps as described in the article. I also need to figure out how to set up a server that will handle this task.
The Simulation should already be indifferent to who the player is. I am using the concept of allegiances which receive Commands. The allegiances can be either player- or AI-controlled.
Are there any network frameworks/libraries that are recommended for XNA games on Steam..?
comfy chairMember Since 05 Jan 2011
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