computer science, programming and other ideas
It’s been a long time since the last devlog.
I have been mainly working on monsters and combats. I created a lot of components and systems but nothing which deserves its own blog post. Let’s see the improvements.
Last two weeks, I was working on teleporting the players from one map to another. I will use this system to enter into dungeons, buildings, etc. and also to leave them. But it was not that easy to implement as it required some deep architectural changes in the game engine.
In this devlog, I will show you a technique that I love and that I will abuse in Vagabond: palette swapping.
Palette swapping is simply changing the palette of a texture. Here, we will do that at runtime using shaders. It was a useful technique in the old days to add variety in the assets without using too much memory. Now, it is used in procedural generation to produce new assets, I will show many examples in later devlogs.
This is the first devlog since I stopped working on the game engine and really started working on the game. I did not publish a post last week, I started writing an article about the new implementation of my entity-component-system library but I did not find the time to finish it yet. The last two weeks were pretty busy.
During the last two weeks, I was working on the network engine of my game. And before that, I knew nothing about game networking. Thus, I read a lot of articles and did a lot of experiments to understand all the concepts and be able to code my own network engine.
In this guide, I want to share with you the different concepts you must learn before to write your own game engine and the best resources and articles to learn them.
There are mainly two possible network architectures: peer-to-peer and client-server. In the peer-to-peer architecture, data is exchanged between any pair of connected players while in the client-server architecture, data is only exchanged between players and the server.
While the peer-to-peer architecture is still used in some games, client-server is the standard as it is easier to implement, it requires less bandwidth and it is easier to prevent cheating. Thus, in this guide, we will focus on client-server architecture.
More precisely, we will be interested in authoritative servers, it means that the server is always right. For instance, if a player thinks it is at coordinates (10, 5) but the server tells him that it is at (5, 3), then the client should update its position to the server’s one, and not the opposite. Using an authoritative server enables us to detect cheating more easily.
There are mainly three components in game networking:
It is really important to understand the role of each part and its challenges.