Multiplayer FPS

Got a brilliant program idea? Let us know!

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kalan_vod
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Post by kalan_vod »

DarkerLine wrote:15! = 1307674368000... yeah.

What I don't notice is my 84+ working noticeably faster or even as fast as my 89.
make a basic counting program and then maybee? it worked with a 83 + and a 83+ silver
Doubtless One
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Post by Doubtless One »

Glass Cars anyone?
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DigiTan
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Post by DigiTan »

Heh. Smashing idea. :lol:
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CompWiz
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Post by CompWiz »

Doubtless One wrote:Glass Cars anyone?
That managed multiplayer 3d, so why not a multiplayer fps?
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axcho
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Post by axcho »

For a raycaster you could just decrease the resolution. Maybe cast only 16 rays or something. And put it on the homescreen with ASCII graphics! I think that would be really funny for an assembly game. It would be kind of like my Ionquest demo in basic, except good.
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Post by Spengo »

Lol, man! That thing's funny. :lol:
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CompWiz
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Post by CompWiz »

All you need to do is transmit the coordiantes of the player, the way they're facing(if the game supports that) and the direction and when they shoot.

I noticed the demos of the new grayscale 3d engine. If they can do greyscale, can't you do multiplayer in black and white? Isn't there enough speed for it? It doesn't seem it would take that much.
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threefingeredguy
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Post by threefingeredguy »

what about all the bullets flying through the air (unless they hit instantly) and whether the player is dead or not?
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Spengo
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Post by Spengo »

That's easy man. Bullets flying through the air might slow stuff down a bit, but instantly raytracing bullet hits is really easy on a raycasted game. Player health is only one more variable to send back and forth. That shouldn't be a problem at all.
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coelurus
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Post by coelurus »

Why do we always see all this self-evident talk and no code? :) I don't do anything myself, but I ain't teasing people with details on mp fps. Plus I've released a var-height raycaster routine, that should get you guys going pretty well (I started from scratch with Gemini you know :P ).
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KermMartian
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Post by KermMartian »

*cough* gCn *cough*
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benryves
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Post by benryves »

coelurus wrote:Plus I've released a var-height raycaster routine, that should get you guys going pretty well.
Nobody can be arsed to port it, that's the problem... ;)
As for multiplayer, all you'd have to do would be swap 8 bytes tops over the linkport each way. It'd be easier than single player as you wouldn't have to code any AI... ;)
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Jim e
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Post by Jim e »

coelurus wrote:Why do we always see all this self-evident talk and no code? :) I don't do anything myself, but I ain't teasing people with details on mp fps. Plus I've released a var-height raycaster routine, that should get you guys going pretty well (I started from scratch with Gemini you know :P ).
Var hieght? where is that? Your site looks slimed down.

Nah I should get back to mode7.
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KermMartian
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Post by KermMartian »

I'll provide the link libs, if anyone would actually code it...
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coelurus
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Post by coelurus »

Yet again:

http://coelurus.thorntwig.tk/bak/data/main.c

I haven't put any TI83-things on my new site, here's the old one.

And how's mode7 going Jim?
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