Open Cheeseness opened 10 years ago
Just to clarify, the networking script takes commands rather than input (ie it accepts "forward" but not "W" and the client has to convert between them before sending to the server) and applies the relevant forces. Once we have a fully implemented car simulation script we can work out which commands are needed and then do the relevant calculations on the server.
Once we have a fully implemented car simulation script we can work out which commands are needed and then do the relevant calculations on the server.
Are there aspects of the current car simulation system that you feel need further attention before we move on that?
I don't know how close we are on that end. If we have a script that can control a buggy then I can (probably) networkify it.
I merged the fancier driving controls #21 from the brown cart to the golf sim #22 . It's now in the level scenes/test/ball_test, but there's also a new player prefab with the ball and new scripts included. The new player prefab is in resources and is called player_with_ball_prefab. This might step bit on the toes of networkifying as some work was done on networking side of the golf simulation.
Also, there's now one of the test courses in ball_test, so you can actually somewhat play a hole of golf.
Known issue: Cart keeps rolling after you go to ball hitting mode.
To move us towards our next test release build, we should aim to start integration of our currently disparate core game compnents, namely #bobsayshilol's work from #20, @Slimliner's work from #21 and @Vaakapallo's initial work from #22.
Notable concerns at the moment are: