Okay, im stuck.
powerful game engines, battle engines and map editors? np!
writing shaders? getting there!
inline assembly when required? np!
multiplayer games? jump off a cliff mate!
I just cant seem to do them. This is a big problem right now as I have a multiplayer based (as in, any single player is second priority to the multiplayer) game to work on and only one month to show progress. Not one month to make "the best multi game" but one month to show that im not wasting time.
The game is like continium (originally called subspace) but with tanks. I got a good engine going, wrote a nice map editor which takes any number of seperated object files as doodads but compiles the map as one solid .dbo with entity/shader.dat - got a nice network infrastructure using
raknet and the basics of the game engine - sliding collision, lighting, move your tank around, etc.
Packets are currently sent from the client to the server at a rate of 1 every 200ms (5 a second) and contain player states, position, rotation, speed, etc. packets from client to server are reliable. The server who will have alot more stress due to the amount of players i intend to support (at least 64) i have got relaying the packets as unreliable.
It all /works/ in that the players will happily jerk around on each others screens but I just cant manage the dead reckoning! (movement prediction) - im stuck with constantly jerking movements between packets.
I know the theory and whenever I receive a new player state packet the previous player state (from last packet) is stored so i have its last and current known positions. I just appear to suck at getting them to move smoothly from one state to the other. Does anyone have a working IMPLEMENTATION of this? Lots of people talk about it but when asked no one seems to have actually written the code and got it working themselfs :/
I have been looking at
this.
it looks good, but unfortunatly I am unable to convert it to code.
I was going to paste a whole ton of my network code and current attempts at prediction, but I have decided its probably fundamentally flawed and its time to start it from scratch. Can anyone direct me with this? Has anyone ever written a multiplayer game that wasnt turn based and involved high speed action? Any code examples of dead reckoning in action will be GREATLY appreiciated.
Thanks for your time, im about ready to hit my head against a wall