Supporting more than one player on the client -
05-12-2004
A few days ago I got an idea to allow upto 4 players to play half-life on one machine at the same time.
The view would be split either half/half or into fours depending on how many people are active at the time.
So far I have it able to render the 4 views while putting inactive ones out of map bounds and looking down to keep up the framerate.
I realize almost all of the network messages have to be changed aswell as saving/loading, ect but I have run into an odd situation.
How can I have extra players on the client control their players on the server?
I've thought about:
- TCP/IP Sockets
- Shared memory area
- Sending commands containing information ( ugly, I know )
What would any of you do to get the angles/buttons/ect to the server?
Note: This would have no online capability but would support co-op and deathmatch locally.
Added before submit: Wrong place? It still has to do with the sdk... bah, I'm confused.
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