Hey,
I don't know where to post this. So i posted this thread here.
Some information of my engine:
Four months ago i started making my custom engine. I called it "SmartEngine4.0".
Mostly, i used xnas stuff, but later i made my custom rendering stuff and some c++ libraries as "help" for rendering. I made "virtual file system", something like CoD's FastFiles. For *map* rendering i took bsp decompressing code from Q2 ( Quake 2 ). Why Quake2? It already has map making programs. ( Yeh, lazy, lazy me ).
I 'used' q3/cods cvar style. ( cl_, sv_, r_ ). For now, it does have 100-130 cmds. (Mostly rendering 'r_' and server 'sv_'. I'm doing networking for now. First time it had something like "ugly" netcodes. After some months i made 'snapshot' system. Rcon stuff, downloading files, kicking, banning and much more already included.
CL_ParseServerMessage parses client, so it'll not have 'wrong/corrupted' packets.
For now, i tested my network code with 21 clients. ( friends ). It was working fine.
After some days i made 'timeout' thing and added two cmds - 'sv_timeout', 'cl_timeout'. (default 30 secs).
Heres my scheme of my game:
Serverbase: SV_Init(called only at se4.exe launch) > SV_Frame(mostly, theres server loop stuff). On quit it calls SV_Shutdown.
Clientbase: CL_Init > CL_Frame > CL_RenderSnapShots. On disconnect it calls CL_Disconnect then CL_DropClient ( drops client from server ).
For now, i do have one problem: if i will type 'map_restart' shitload times - It will crash with strange error ( try. catch doesn't help ). I think it is because of vertex creating/w.e render looping. Statistic system already made. ( encoding, written in c++ )
Right now i'm doing visual effects like motion blur, hdr, and other epic stuff. Then i will do MY master server stuff
STATUS: Developing in progress. If you want to help me - PM me or add in steam.
So, why i called it "Project DarkNight"?
Some information about game. It will use my custom engine.
It is Online 3D RPG shooter game. Like one big city/island/other stuff with 30-40 players. They can trade, barter, making quests, and another. But at night, some strange sounds coming from nowhere. (zombies? mutants? other fags? you will know it). It will like fallout's system ( like quests etc ).
I will upload pics/video in some hours. I'm not at my primary computer now.
To @JariZ - oh yah, fs_Game already here
If you have ideas/suggestions - pm me
SITE OF TEH GAME AND MORE INFORMATION:
http://www.darknight.pro
I don't know where to post this. So i posted this thread here.
Some information of my engine:
Four months ago i started making my custom engine. I called it "SmartEngine4.0".
Mostly, i used xnas stuff, but later i made my custom rendering stuff and some c++ libraries as "help" for rendering. I made "virtual file system", something like CoD's FastFiles. For *map* rendering i took bsp decompressing code from Q2 ( Quake 2 ). Why Quake2? It already has map making programs. ( Yeh, lazy, lazy me ).
I 'used' q3/cods cvar style. ( cl_, sv_, r_ ). For now, it does have 100-130 cmds. (Mostly rendering 'r_' and server 'sv_'. I'm doing networking for now. First time it had something like "ugly" netcodes. After some months i made 'snapshot' system. Rcon stuff, downloading files, kicking, banning and much more already included.
CL_ParseServerMessage parses client, so it'll not have 'wrong/corrupted' packets.
For now, i tested my network code with 21 clients. ( friends ). It was working fine.
After some days i made 'timeout' thing and added two cmds - 'sv_timeout', 'cl_timeout'. (default 30 secs).
Heres my scheme of my game:
Serverbase: SV_Init(called only at se4.exe launch) > SV_Frame(mostly, theres server loop stuff). On quit it calls SV_Shutdown.
Clientbase: CL_Init > CL_Frame > CL_RenderSnapShots. On disconnect it calls CL_Disconnect then CL_DropClient ( drops client from server ).
For now, i do have one problem: if i will type 'map_restart' shitload times - It will crash with strange error ( try. catch doesn't help ). I think it is because of vertex creating/w.e render looping. Statistic system already made. ( encoding, written in c++ )
Right now i'm doing visual effects like motion blur, hdr, and other epic stuff. Then i will do MY master server stuff
STATUS: Developing in progress. If you want to help me - PM me or add in steam.
So, why i called it "Project DarkNight"?
Some information about game. It will use my custom engine.
It is Online 3D RPG shooter game. Like one big city/island/other stuff with 30-40 players. They can trade, barter, making quests, and another. But at night, some strange sounds coming from nowhere. (zombies? mutants? other fags? you will know it). It will like fallout's system ( like quests etc ).
I will upload pics/video in some hours. I'm not at my primary computer now.
To @JariZ - oh yah, fs_Game already here
If you have ideas/suggestions - pm me
SITE OF TEH GAME AND MORE INFORMATION:
http://www.darknight.pro