Tuesday, April 30, 2013

Outlining Post Process

I've been working on the (temporary simplified) screen where you select a ship.  Currently when you click a ray is cast into the scene's physics space and the first entity hit is pulled back.  That's the one you clicked on, basically.

To visually implement this I had simply tinted the selected entity red when it was drawn (from the model rendering shader):

 if (isSelected)
  output.Color.r = output.Color.r * 2;

Clearly that was a bit... simplistic, though it was enough at the time and it worked.  But now I needed something a little better.

Sunday, April 28, 2013

Temporary 'Hangar' Screen

In working towards something vaguely playable, I've fleshed out the screen you get after logging in, the 'Hangar' screen.  Here you'll pick a ship type, then you'll be able to move on to actual gameplay.

When a client connects to the Hangar 'zone', the server gives it the entity list.  For now, there are three items (well, one is a group):  a destroyer, a corvette and a fighter squadron.  These are all synced from the server, so this list can easily change without any changes to the client.

Wednesday, April 24, 2013

Further Client Server Syncing

So last night I got basic synchronization between the client and server working.  Basically I had the server starting a zone, creating a single entity (a small spaceship) and forcing it to slowly rotate.



When the object was issued a command that updated it's attributes that data was then sent to any clients connected to the zone (GAMEOBJECT_UPDATE_MESSAGE).