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sphair

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About sphair

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  1.   Although for Clanlib 2.3, there is a tutorial on ClanLib networking at http://codegrind.net/2010/10/05/clanlib-tutorial-part-3-network-basics/   Syntax has changed slightly between 2.3, and 3.0, but should not take too much effort to upgrade.
  2. The first three parts have now been published - read more at http://www.gamedev.net/community/forums/topic.asp?topic_id=584162
  3. The first three parts of a brand new ClanLib tutorial is now available at http://codegrind.net From the excerpts: Welcome to the ClanLib Tutorial series, where the end goal is to build a persistent multiplayer architecture using C++. The first two parts will be about general ClanLib usage, while the later parts are more network, game and architecture oriented. You will learn a lot about ClanLib in all parts, since we’ll be using that as our framework throughout. We’ll try to move in small steps, with a focus on code, not on theory. Part 1: In this first part we’ll set up the ClanLib environment, and make sure it works with a small example. http://codegrind.net/2010/09/30/clanlib-network-tutorial-part-1-getting-started Part 2: In this part of the ClanLib Tutorial, we will learn about ClanDisplay, and how it handles visuals. We will cover drawing using primitives, fonts and animated sprites. The ClanLib resource system will also be covered in some detail. http://codegrind.net/2010/09/30/clanlib-network-tutorial-%E2%80%93-part-2-visuals Part 3: In this part of the ClanLib Tutorial, we will learn about ClanNetwork. Some Internet protocol basics will be covered, but the main focus will be on a ClanLib API called NetGame, which is an event based networking engine. A simple server and client application will be explained, and we’ll go into details on sending/receiving and dispatching events. http://codegrind.net/2010/10/05/clanlib-tutorial-part-3-network-basics
  4. Hi, I'm currently writing a tutorial on creating a networked game in C++ with ClanLib. I'm looking for some people to read over my drafts, test out the code, and come with suggestions and feedback. If you find this interesting, please respond here with some contact info, and I'll get in touch.
  5. sphair

    The day after...

    Congratulations on finishing! It seems it has been a great learning experience for you!
  6. sphair

    ClanLib Collision Detection

    This was posted and solved at http://www.rtsoft.com/forums/showthread.php?t=3188
  7. sphair

    ClanLib Collision Detection

    There is maybe a better chance to get a response if you post this on the official ClanLib forums? http://www.rtsoft.com/forums/forumdisplay.php?f=13/clanlib
  8. sphair

    Navigation mesh pt.3

    Been reading some more, and seems alot of people use swarming techniques (http://www.red3d.com/cwr/) for avoiding other moving entities. But I still haven't figured out what to do with closed/open doors... One idea is to have a nav mesh part directly under the door that gets enabled/disabled when the door is opened/closed. But this locks me into a design that makes the level very static, and I'm not able to create "obstacles" during gameplay.
  9. sphair

    Navigation mesh pt.3

    If you have dynamic moving objects in that scene, and they are collidable with the player - how do you handle the pathfinding? Basically, I'm reading up on navigation meshes, and wonder how people solve the "dynamic obstacles" issue.. Also, any special reason why you went for a convex approach and not just triangles? (Of course, it is easier to level edit with convex'es) If you have pointers to documentation on this topic, I'm very interested.
  10. sphair

    Blending and picking

    How do you plan to implement picking without glReadPixels?
  11. I'll keep this brief, and rather have a longer explanation in private to whomever shows interest. We're currently prototyping a online game (not massive in scale), and where the starter "level" is onboard a freighter spaceship. The starter level will play out the first days on board this ship until you reach the planet the game itself plays out on. We need help fleshing out the layout of the ship, any NPCs onboard, the dialog and stories of these, and optionally any other activities that will happen onboard. Please take contact if you are interesting in defining such a scenario with us. Send emails to kennethg at myrealbox com
  12. Basically we're planning on using AngelScript in a online game (not massive, only 10-100 clients). So far we've just used AS in small tests, as we haven't reached the maturity of the game engine to incorporate scripting in it yet. The game is coded using ClanLib, a C++ Game SDK. No point putting us up on the Users list yet, we'll let you know once we have something more concrete.
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