Die4Ever / Die4Ever/AsyncGameEngine

messages and micro services

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Description

(I forgot rotation on a lot of these...)

from engine:

-updateTimestamp(uint64 time) will be automatically prepended to every block of messages sent, probably an integer of microseconds? or tenths of a millisecond?

- onCollision(int objA, vec3 objApos, vec3 objAoldSpeed, int objB, vec3 objBpos, vec3 objBoldSpeed, float colForce)

- onInput(int action)

- onAIsee(int objID, int seeObjID, vec3 objPos, vec3 objBpos)

- newObj(int objID, vec3 pos, vec3 speed)

- deleteObj(int objID)

- onTick()? what would be a reasonable tickrate for this?

- onReachTarget(int objID, vec3 pos, vec3 rot)

to engine:

- moveTowards(vec3 target, float maxSpeed, float maxAccel)

- moveTowardsPoints(vec3 targets[], vec3 rots[], float maxRotSpeed, float maxSpeed, float maxAccel)

- moveTowardsObj(int objID, float maxSpeed, float maxAccel)

- createObj(int modelID, vec3 pos) type? physics objects?

- deleteObj(int objID)

- getObjInfo(int objID)

- bindInput(...)

- preloadFile(...)

I'll want to do some basic benchmarking to figure out how to design these messages, will bandwidth be much of a concern at all?

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