KO2 PC project
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Re: KO2 PC project
wouldn't it be easer just to write our own protocol for ko2 multiplayer and implement it instead of hacking some programs?
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Re: KO2 PC project
baccardi wrote:wouldn't it be easer just to write our own protocol for ko2 multiplayer and implement it instead of hacking some programs?
That what I was thinking. I never considered the Kaillera option!
Ideally we want to be heading towards that time in the future when we get 10 vs 10 multiplayer!!
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SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
Re: KO2 PC project
Steve Camber wrote:baccardi wrote:wouldn't it be easer just to write our own protocol for ko2 multiplayer and implement it instead of hacking some programs?
That what I was thinking. I never considered the Kaillera option!
Ideally we want to be heading towards that time in the future when we get 10 vs 10 multiplayer!!
Good, unnecessary complications are off the table then!
Re: KO2 PC project
Steve, how could i use the function in KO2 for CPU vs CPU? And, should i use directx for simple drawings, because at the moment i'm using windows gdi.
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Re: KO2 PC project
dnielsen wrote:Steve Camber wrote:baccardi wrote:wouldn't it be easer just to write our own protocol for ko2 multiplayer and implement it instead of hacking some programs?
That what I was thinking. I never considered the Kaillera option!
Ideally we want to be heading towards that time in the future when we get 10 vs 10 multiplayer!!
Good, unnecessary complications are off the table then!
Unless a game networking wizard comes along I'm pretty sure that interfacing with an existing library is less complicated than doing the network code from scratch. As I said earlier no hacking is necessary, interfacing should be straight forward. It seems a good starting point, at least if early network play is a priority.
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Re: KO2 PC project
Depends what you're doing. GDI would be ok for things that aren't time critical, but you wouldn't want to be using it for game display stuff! I had a look at the menu example that you posted and it looks pretty good. For functional menus GDI would be ok but if you, or the team, want to do anything fancy in the future, then DirectX would be the way.baccardi wrote:And, should i use directx for simple drawings, because at the moment i'm using windows gdi.
Have you done any DirectX stuff? Have a look for D3DXSprite, which will get you going with the 2D stuff. If you've not used much DirectX, I can help out with setup and samples. Once you've done the setup, it's pretty straightforward.
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Re: KO2 PC project
DirectX is the way to go in the long term. That's what I've used in KO2PC so far.
--
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
Re: KO2 PC project
OK, DirectX then... problem is I know nothing about it (God bless wrappers and libraries like SDL and especially Allegro for helping me avoid it). Wouldn't something like OpenGL make the project more accessible and potentially target more platforms?
But, if DirectX is Steve's choice, then that's it!
So, any pointers on learning DirectX? Do I need a Visual Studio 6 - based environment or a GCC + SDK solution is enough? Don't make me battle Google results to find proper resources!
But, if DirectX is Steve's choice, then that's it!
So, any pointers on learning DirectX? Do I need a Visual Studio 6 - based environment or a GCC + SDK solution is enough? Don't make me battle Google results to find proper resources!
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Re: KO2 PC project
Abyss wrote:OK, DirectX then... problem is I know nothing about it (God bless wrappers and libraries like SDL and especially Allegro for helping me avoid it). Wouldn't something like OpenGL make the project more accessible and potentially target more platforms?
But, if DirectX is Steve's choice, then that's it!
So, any pointers on learning DirectX? Do I need a Visual Studio 6 - based environment or a GCC + SDK solution is enough? Don't make me battle Google results to find proper resources!
Grab example code, that's the best way! VS6 is probably easiest.
--
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
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Re: KO2 PC project
Do you know OpenGL? If so, then DIrectX will be simple, there are some differences but nothing too major. A little Google search for directx tutorials should wield many results.Abyss wrote:OK, DirectX then... problem is I know nothing about it (God bless wrappers and libraries like SDL and especially Allegro for helping me avoid it). Wouldn't something like OpenGL make the project more accessible and potentially target more platforms?
But, if DirectX is Steve's choice, then that's it!
So, any pointers on learning DirectX? Do I need a Visual Studio 6 - based environment or a GCC + SDK solution is enough? Don't make me battle Google results to find proper resources!
VS6 is a great place to start. I actually use VS.net 2003 but the code is directly portable, then only difference is the project format. I'm sure there must be a GCC solution, which should be fine too.
Re: KO2 PC project
Use OpenGL instead, it may help for future porting on AmigaOS 3.x and 4.x and maybe Mac
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Re: KO2 PC project
At a low level surely both DirectX and OpenGL can be supported.
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SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "
Ask me about online KO2 https://kickoff2.net
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Re: KO2 PC project
Shouldn't pose too much of a problem to support both. Not really necessary though if it will never be ported and stay PC only.
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