3D Game Programming All in One By Kenneth C. Finney
Chapter 22 The Game Server
The Game Server Server-side code to support the requirements Completes some game concepts from other chapters Check off fulfilled requirements
The Game Server Player Character Spawning using markers in mission files Code will randomly select a marker from those available
The Game Server Vehicle Mounting for Players Player model needs to be scale- adjusted Create a sitting pose Add collision code for mount Add mount & dismount code –Decides where to put player after detaching from vehicle
The Game Server Vehicle Add mount nodes to vehicle model Driver is mount0 node Passenger is mount1 Add mount support to vehicle datablock
The Game Server Vehicle WheeledVehicleTire and WheeledVehicleSpring datablocks are needed to define tire and suspension
The Game Server Triggering Events Needed for scoring Trigger events are generated when player enters, leaves, or remains in, a defined area
The Game Server Scoring Track player accomplishments Maintain scores on server Server transmits score info to all players according to game rules Scoring can be based on anything measurable, like money, enemies killed, etc.
The Game Server Money 'Easter Egg' hunt for money in Koob Coins are placed around game world at random Coin count is based on face value
The Game Server Money Coin placement algorithm: Pick random location Determine height of terrain (or structure) surface at location Place coin just above surface Repeat for each coin type
The Game Server Deaths Each client is tracked on the server Each death increments a counter Each death invokes a death animation Each Death invokes a death cry sound effect
The Game Server Kills Kills are detected by the client code on the server Client code notifies the shooter of the kill Shooter client increments a kill counter
The Game Server Lab 1: Update Koob Server Add code to server to continue building up Koob Update art resources (models) to support requirements Add scoring event triggers
Summary Player characters can be programmed to spawn wherever you like, such as the location of marker Player characters can be programmed to mount, dismount, and control vehicles Events can be triggered when a player enters a defined area Scoring: based on triggers, collecting items, or interacting with other players— but not limited to these activities.