My uni buddy and I are working on a simple zelda deathmatch clone… Ultimately the main aim is to create a reusable netcode library which we can use for university but the game is kinda playable
At the moment if you hit the other player the attacker gets teleported :S I blame a mixup of IDs
You can test the collision between players and map etc…
Please let me know any faults! If you come across an occasional segfault when using two clients on the same machine, I am working on that! I believe it is something to do with the recv thread an mutex of send thread fucking up so it just gets spammed with the other clients info
ps. The .ini file is very reliant on line endings… it uses LF (due to uni workstations) so please respect its wishes!
Do you know of any sys/sockets ipv6 tutorials. Hopefully the msdn one will suffice.
I might need to find a sys/sockets example because I mainly work with unix sockets and just resort to cygwin when compiling for win32 (as the big ol’ cygwin1.dll shows in the binaries above :p)
I guess once you get past the winsock WSA crap, it’s pretty similar
My uni buddy and I are working on a simple zelda deathmatch clone… Ultimately the main aim is to create a reusable netcode library which we can use for university but the game is kinda playable