I am currently developing a Quake style deathmatching game in FreeBASIC. I will post updates to this thread.
Releases
- Public Engine Test: http://www.freebasic.net/forum/viewtopic.php?p=135829
- IrrlichtWrapper (graphics)
FBSound (sound effects)
tsne_v3 (networking)
- 2010-05-15 - Keep track of frags and display on client.
2010-05-10 - Add player/player collision detection.
2010-04-20 - Optimized network code (move from string to bytecode). Avg is now 700 bytes/sec in and 2700 bytes/sec out per player.
2010-04-09 - Players can be killed and respawn.
2010-04-07 - Rockets collide with players. New rocket model added.
2010-04-05 - Player animation added.
2010-04-02 - Items (health, armor, etc.) respawn and can be picked up.
2010-03-30 - Health/armor hud and sound operational, movement bob.
2010-03-24 - Rocket collision physics (can now rocket jump. woot!)
2010-03-20 - Collision detection with world now working.
2010-03-03 - Players can fire weapon and see other players.
2010-02-15 - Started initial project, basic networking code.
- - Firewall optimization
Background:
About a month ago I started developing a client/server deathmatching game (think shooting rockets at each other like Quake) with the Ninfa3d engine.
I've switched over to the Irrlichtwrapper recently, so the sound is currently not working. Does anyone have suggestions for an easy to use audio library (for playing/looping waves). Update: I am using FBSound now.
I have the basic network talk done. Multiple clients can connect and run around and shoot rockets.
At some point I'll put the server live so people can test it over the internet (seems to play okay at pings <100).
Small video capture:
http://www.youtube.com/watch?v=1L8hFeMsGfg
Sorry about the horrible encoding. Anyone using the Irrlicht wrapper should recognize the models ;-)
Eric