Timeline for Client Server Multiplayer Project
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 25, 2019 at 20:21 | history | edited | DMGregory♦ | edited tags | |
| Mar 10, 2013 at 16:52 | vote | accept | George | ||
| Mar 7, 2013 at 19:48 | answer | added | George | timeline score: 1 | |
| Mar 7, 2013 at 16:35 | history | edited | House | CC BY-SA 3.0 | Tags go in tags, not title. |
| Mar 7, 2013 at 16:03 | comment | added | George | Thank you, if there is nothing wrong with my plan so far, I will try implementing the project and let you know how I go. | |
| Mar 7, 2013 at 15:40 | comment | added | ashes999 | There's nothing "non-tradiitonal" about your approach of DI. This is legit; frameworks are useful when you get to the point that you need them. Try prototyping this and let us know what specifically you get stuck on. Your approach seems fine (coming from someone who never tried sharing client/server code like this). | |
| Mar 7, 2013 at 15:35 | history | edited | George | CC BY-SA 3.0 | added 421 characters in body |
| Mar 7, 2013 at 15:27 | comment | added | George | The dependency injection will certainly be used. I will append an example to the original question for you. And in my case, most of the functionality will be shared, as the Server will be authoritative for all object positions etc. | |
| Mar 7, 2013 at 15:25 | review | Close votes | |||
| Mar 15, 2013 at 3:03 | |||||
| Mar 7, 2013 at 15:15 | review | First posts | |||
| Mar 7, 2013 at 15:24 | |||||
| Mar 7, 2013 at 15:15 | comment | added | Kikaimaru | Try to make a prototype and you will see if it works. I dont think it will, but it depends on what you mean by Game engine functionality, only things that i was able to share between Client and Server was some constant stuff, message structs helper methods. And i doubt that you will ever make any use of dependency injection. | |
| Mar 7, 2013 at 14:59 | history | asked | George | CC BY-SA 3.0 |