Sunday, May 19, 2013

Week 7

During this week, I worked on making Omega Race completely Data Driven using Interleaved Queues. Here is the stuff that I have completed in making the game completely Data Driven before re-factoring it to send those queues over the network wire.

5/16/2013

The Player class is now completely Data Driven with Sequence numbers to show what has been stored in the Interleaved Data Queue in OmegaRacegameX.cs
Player Queue
-Game Time
-Player Position
-Player Velocity
-Player Rotation
-Player Action
-Player Index
-Value

GameState Queue
-Source
-Time
-Type of Condition
-Player Index

5/17/2013

Scene State is now Completely Data Driven

Scene is ready to exit based on the change of Game State
Scene State Queue sends over:
-Sequence Number in the overall Inter Data Queue
-Game Time
-Source ie SCENE_STATE enum
-Type ie READY_TO_EXIT enum

Here is the sample output of the Interleaved Queue

I am also teaming up with a partner, and we are to hopefully create a workable lobby using the Network State Management  architecture example from Microsoft by the end of this week.

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