(forgot to mention the characters and city doesn't resemble war3, they're just like the one's in wow or morrowind)
Thank you.
Johnny



Ditto, the amount of work for this to work seems to be on par with commercial games made by professional people. I've tried to make something similar to Counter Strike and realized that there is just so much work to make it work and polish it to high quality. Since Ogre is not even a game engine and does not have the necessary components to make a complete game by itself, it's way beyond the scope of an average joe from high school as you have to deal with 3D matrices, quaternions , class inheritance, physics (adjusting friction, torque, etc to make things move smooth and nicely), etc.Tubez wrote:Depending on the time per week you can dedicate on this (you are not on it ful time are you?) the size of the team and your respective skills and motivation, you might have to try and limit the scope a bit. What you have planned out here is a truckload of work. You will have to work realy really really hard to do it in six months.
At least plan things so you get the essential things done first. If you do that you can cut features at the end if you have to.
While I agree that this is probably beyond the average joe from high-school (and let's be honest, the average undergrad joe too probably, unless they major in something technical), I get the distinct feeling that the poster is not your average joe.it's way beyond the scope of an average joe from high school as you have to deal with 3D matrices, quaternions , class inheritance, physics

Hi,xavier wrote:Raknet is a reasonable choice for this -- it provides many of the high-level constructs you'll need, which Enet does not.
Basic design I would suggest is single server for lobby/matchmaking and then run each launched game instance peer-to-peer. It can be a simpler method than trying to implement a server-authoritative model for N concurrent game instances.
For match making, I would calculate a rank (created from win/losses) for each user and just take two people have a similar rank, put them in a game.mickeyren wrote:Hi,xavier wrote:Raknet is a reasonable choice for this -- it provides many of the high-level constructs you'll need, which Enet does not.
Basic design I would suggest is single server for lobby/matchmaking and then run each launched game instance peer-to-peer. It can be a simpler method than trying to implement a server-authoritative model for N concurrent game instances.
I'm bringing this topic up because I'd like to have a little more elaborated explanation on what Xavier said here.
I want a auto match battle like those we found in Command and Conquer / Warcraft games - where in you click on a button and the game finds an opponent for you.
Is this what Xavier suggested? If so, can someone elaborate more on how to do that?
If you're referring to a peer-to-peer architecture, then I can't comment. But you don't connect clients to each other. Every client connects to a single game server, and the server sends each client information about what is going on. E.g. Player X moves to position Y, Player X's position is sent to the server; the server then broadcasts position Y to all clients, and in turn the clients update. And in the case of an FPS, you will need to implement some kind of interpolation to make for smooth gameplay.mickeyren wrote:Then the client apps initially all connect to the server app right? After that, do i detect if there are 2 client apps who would like to play a game? If so, do I send both client app each other's ip address and randomly have one of the client app act as a new server? That means, both the application now has 2 connections, one to the lobby server, and another to each other?

Ah. Whoops.jacmoe wrote:Just wanted to direct your attention to the fact that the OP posted this over a year ago. Mickeyren brought the topic back up. AFAIK, he haven't said anything about time frame nor school project.
