Die4Ever / Die4Ever/AsyncGameEngine
messages and micro services
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- C++
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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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