For begin, sorry for my english.
I'm an as3-programmer, and I want to create very intensive multiplayer (not MMO) game.
I'm interesting in library, which able to solve the next situation:
Imagine, that you want to create game for 4 players. There is physic and intensively interaction between players.
You need:
1. One virtual world. Clients putting/dropping from this world object, like it local array, but not hard network object.
2. Every frame synchronization
3. Controllable interpolation.
If my English is too bad, I'll try to repeat it with code:
1. I'm creating on clients virtual worlds:
a) First client:
var world: NetWorld = new NetWorld(coordinationServerAddress,
coordinationServerPort);
var firstPlayer: Object = new Object();
firstPlayer.x = 10;
/* blah-blah-blah*/
world.putObject (firstPlayer)
b) Second client:
var world: NetWorld = new NetWorld(coordinationServerAddress,
coordinationServerPort);
var secondPlayer: Object = new Object();
secondPlayer.x = 10;
/* blah-blah-blah*/
world.putObject (secondPlayer)
2. When we want to render our world, we should write on first client:
for each (var obj: Object in world.getObjects() ){
WorldRenderer.renderObject(obj);
} //It will render _TWO_ objects, but first player added only one object in its code
3. When we manipulating our object, we should write:
world.setPropertyValue(firstPlayer, "x", 20)
world.addPropertyValue(firstPlayer, "velocityY", 9.81)
4. Data translation should translates over RTMFP, and uses coordination servers only before game, when there is not 4 players for game.
When game starts, coordination server should to determine main player, that will synchronize other players, and all players disconnects from coordination server.
Is there already completed lib for my aims? I can to write this lib without assistance, but I'm very busy (11 hours per day for work and two education are comming soon)
Sorry for my English again.