CubeWars Is Networked
Posted by redbeard on July 11, 2011
I had my first successful multi-player network test last night, with a few players other than myself connecting over the internet to my development machine. CubeWars is of course a working title, I’d prefer a final title which evokes more than just cubes and fighting.
We uncovered a few bugs, most of which I hadn’t noticed before, and which I’ve now fixed:
- Players who quit left a ghost behind visible on other clients but not on the host
- Backspace doesn’t work on chat input when you max out the input buffer
- You can build cubes inside yourself and other players
- The game crashes if you minimize and restore it
Overall progress has been good, and I’ve implemented a number of features since my previous post:
- Networking system for object creation & synchronization
- Multiplayer chat, including broadcast join & quit notices, and primitive command handling like /name <Dude>
- Fast ray-casting through the cube grid using 3D DDA
- Custom Win32 input handling to avoid dropped mouse clicks and text input
- Console window for logging & debugging
- Shooting and knifing other players (to death, complete with broadcast kill notices)
- Visual feedback quad for cube editing
- FXAA anti-aliasing
- 3D sound playback, including distance loudness adjustment, left/right panning, and doppler shift
Some work still remains before I’m happy to call my “milestone 2” complete:
- Reliable UDP integration via Lidgren library
- Weapon shooting FX (other than sound) and player hit FX + sound
- Edge enhancement effect on discontinuous depth images
- Improved main menu with text entry for player name, world seed, etc
Obligatory screenshot
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