I had thought about how a multiplayer while ago. We have a ton of ground to cover.
Showing other planes around you: Normally in-game every part registeres as one entity; causing the platform to run slower. if a session with multiple users flying with detailed aircraft with at least 500 parts would even make gaming PC's chug. as a result of this, You could somehow program it to only register any others as one entity, and project the whole aircraft on where it is.
Colliding: Normally you would break into pieces if you hit something, but during a multiplayer, for the sake of performance, the craft will have to stop in midair like in FSX. Also stealing ideas from FSX, there would be a setting to enable you to pass through others.
Use of weapons: Weapons would work normally, bombs go boom and destroy stuff, missiles and rockets blow up planes, and guns stop things in front of them.
That was my thought all, if they cannot work in the future, well, slap me.
@HellFireKoder Thanks for the advice, learning python now. It's a great way to have some fun!
What I mean is they get a pre rendered almost animation of the craft with no physics render just graphics
I surpose you could code it in a way that the client renders the physics and uploads an entity with vectors and position details to server and the other client will receive a loaded entity with position details although this method is cpu intensive it will relieve a lot of stress on server and on the receiving client
Thanks! @HellFireKoder
@Sirstupid Google, StackOverflow, and youtube tutorials... sorry that's all I got...
But yeah, remember that you can google almost any problem, and someone has probably had it before (until you get super advanced or into stuff that people don't do often... then, try to find the API or scripting reference for whatever you're coding with... that's when it becomes the biggest pain XD).
Good luck!
Got it! By the way, any coding tips for a complete beginner? @HellFireKoder
@Sirstupid Thanks! Luckily I usually enjoy coding, though it is still a pain XD (especially working within someone else's code base that I can't even access easily :P)
We have a sort of "dev log" here on the Steam forums, which you can subscribe to, though with lots of comments and sporadic development (still haven't posted a dev log... hopefully the next/first one will happen this month), you will probably get more notifications that are just someone commenting or us replying to comments, as in, false alarms where there's not really any new information... but you'll also be notified when there's new information, so if the false alarms aren't to much, just hit subscribe on the discussion :)
I was thinking as a mod. That sounds good. By the way, thanks for doing this for the community. I know coding is really hard from experience and I'm glad you guys are so dedicated. Good luck and keep me updated! @HellFireKoder
@Sirstupid Are you talking about if the devs added it or the mod?
If it's the mod, the server executable is also distributed so anyone can host a server (almost... some routers don't play nice :/), and you type the IP address to join.
If the devs added it, they could do pretty much the same thing, I think... didn't Terraria and Minecraft (and several other games) do it this way?
Main problem: SERVER SPACE. You can hack together a bunch of Raspberry Pi's, but it's hard to get enough and is still expensive. I think they may need to crowdsourcing server space. When I get my RPi's working and get some more i might be able to help.
And it will be fine with large planes... Till' they crash
I believe that debris is the part that UnstableOrbit and HellFireKoder are working on just now. They seem to have it fairly under control