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Author Topic: Tips for the planning stage?  (Read 2072 times)

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dialNforNinja

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Tips for the planning stage?
« on: September 06, 2013, 08:15:47 pm »
I'm working on the design document for my first network multiplayer 3d game (Irrlict engine w/Tokamak physics, SFML for audio & networking) and was hoping to get some idea of things I should take into account from the start instead of having them sneak up on me, aside from the obvious minimising data to be sent in realtime. I'm pretty much a noob at everything but art/story, though I have taken up through 400 level courses in C/C++ programming. It's a mecha action rpg ala Macross 30 w/procedural terrain.

Ixrec

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Re: Tips for the planning stage?
« Reply #1 on: September 06, 2013, 08:54:03 pm »
http://gafferongames.com/game-physics/
http://gafferongames.com/networking-for-game-programmers/

The posts in these categories should cover a lot of what you need to know.

dialNforNinja

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Re: Tips for the planning stage?
« Reply #2 on: September 06, 2013, 11:00:11 pm »
Thanks, those are some good articles. To clarify, my goal at this point is to design the program from the beginning to be networkable, so I'm not stuck trying to kludge it in later like the other Irrlicht guy in the "Can I do this?" thread a few topics down, and have to rip the guts out of an existing version and rewrite it with lighter data exchange requirements. Actually adding networking will, at minimum, only come after a demo with a playable character and simple AI enemy, as co-op wingmen.

 

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