t3d-bones: multiplayer?

Scripting questions, discussions, etc
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by jamesonj » Fri Jun 19, 2015 10:53 pm
Is there any example of t3d-bones with multiplayer support? Like, basic PvP, shooting raycasts on each other and detecting those.
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by JeffR » Sat Jun 20, 2015 7:11 am
Not for t3d-bones. The entire point of that template is to be extremely barebones - purely core and loading functionality, nothing else.

The template you'd want for an example of a multiplayer environment is the Full template, which implements a basic deathmatch gamemode, with weapons and the like.
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by saindd » Sat Jun 20, 2015 3:27 pm
It would be nice to have that, though.
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by LukasPJ » Sun Jun 21, 2015 8:03 pm
Actually @ buckmaster was working on a multiplayer version for T3D-bones afaik.
Not sure he ever finished it, but check out the ghosting-test branch on his Github, at least there is a good tutorial there on how the client-server system works.
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by buckmaster » Mon Jun 22, 2015 1:52 am
Yeeeeeahhh I was working on that. It needs finishing up. It works, just isn't very user-friendly. Then I kept getting distracted and trying to split everything into modules.

Essentially, I think you should look at the 'dedicated' branch, particularly the client_server tutorial. I think at the moment it'll work if you run the main.cs file in there, running one instance with a 'server' argument and one with a 'client' argument. If you're okay reading source code you should be able to read the 'client.cs' and 'server.cs' files pretty easily. Let me know if you need anything explained!

The tutorial has the basics, but isn't finished.

I should probably finish this branch and merge it to master.

There are lots of things I should probably do...
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