Different Rooms question

Problems building or running the engine, questions about how to use features and so on.

Different Rooms question

Postby VISION » February 28th, 2012, 8:20 am

I want to make a game that is simultaneously happening on an open world and on an interior world or "interior base."

They are 2 separate screens that are linked together by an entrance.
Can this be done?

For example:
A war game in which survivors go out to explore the open world but return to an under ground layer. Both worlds have actions happening simultaneously and can even have a split screen showing both the underworld view and the upper world view. The game would also need to be multiplayer.

So the question is:
Can this be done or does the engine only provide for a single world or room?

So far this engine looks promising though.
VISION
 
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Re: Different Rooms question

Postby ViktorL » February 28th, 2012, 7:46 pm

The usage of the single World instance is not mandatory (our samples do not even use the world all the time - see Asteroids, Puzzle and others). Moreover, you can instantiate whatever number of clScene objects you like to render and compose numerous indoor/outdoor scenes.

The engine itself does not provide high-level networking interface, it only wraps raw socket API and provides some HTTP accessibility layer.
ViktorL
 
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Re: Different Rooms question

Postby VISION » February 29th, 2012, 7:02 am

so in order to play on a LAN network or via IP internet connections one would need a totally different engine or just need to add something to this?

hey thanks alot for the replies by the way. I am a C++ programmer with little experience. Just wanted to make a game that I have always wanted to make for years now but never had the time.
VISION
 
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Re: Different Rooms question

Postby ViktorL » February 29th, 2012, 7:22 am

There is no easy way to roll out an infrastructure of interconnected servers. You will have to write some transport/presentation and application level protocols to synchronize the instances of your game or just use another library/engine for networking.

What we have: our RTTI/Serialization (properties and method binding/reflection) system allows to invoke methods, create objects and change object properties in the runtime by using their textual handles.

E.g.,

Env->FindObject("SomeGameObject")->SetProperty("Position", "10 20 30")

changes the "Position" property by its name in the object with ID="SomeGameObject".

All this textual representation can be seen as an "application level protocol" in the OSI model.

From another side, we have the HTTP client and server, which can be used to transfer such "scripts" over the network. BUT we cannot write the game for you, so at least you must specify your game's entities.
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