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groworld_multiplayer_prototype [2009-03-10 15:01] – davegriffiths | groworld_multiplayer_prototype [2009-03-12 15:06] – davegriffiths | ||
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* Multiplayer gameplay | * Multiplayer gameplay | ||
* Basic plant communication (via pollen) | * Basic plant communication (via pollen) | ||
+ | * Exchange of simple properties/ | ||
* Plant ownership/ | * Plant ownership/ | ||
+ | |||
+ | Use [[pluggable plants]] | ||
+ | |||
+ | ====Network protocol==== | ||
+ | |||
+ | ===OSC version=== | ||
+ | |||
+ | The osc version works in a peer to peer manner in that there is no central server, and clients need to pass information around to each other. This has only been tested with 2 clients... Each client has a notion of the plant it ' | ||
+ | |||
+ | ^ Message ^ Data ^ Send when ^ Action on receive ^ | ||
+ | | /register | None | Joining game | Broadcast your plant back with /plant | | ||
+ | | /plant | Plant ID, postion, colour and structure | When starting game, your plant changes or /register recieved | If it's the first time you've seen this plant id, add plant to world, otherwise update plant | | ||
+ | | /spray | Plant ID, pollen type | Pollen release button pressed | Add pollen from plant into atmosphere | | ||
+ | | /unregister | Plant ID | Leaving game | Remove plant from world | | ||
+ | |||
+ | ===Structure information=== | ||
+ | |||
+ | Currently an sexpr as this is what the pluggable plants system uses rather than l-systems. I need to have a think about this... | ||
+ | |||
+ | Each component looks like this: | ||
+ | < | ||
+ | |||
+ | A real example: | ||
+ | < | ||
+ | |||
+ | The numbers refer to the texture naming convention for [[pluggable plants]]. |