--------------- EXPECTED PROGRESS --------------- - Network base classes for all server and client modules - completed list server and client for querying - completed MFC menu interface and cooresponding server/client - Write simple action mapping module for input - Figure out how to implement runge kutta order 4 integration, to fix the step size issue - Finish and test the polygon collision algorithm: a) bounding poly has to rotate along with the ship b) must calculate poly/poly collision normal --------------- ACTUAL PROGRESS --------------- - Created two new applications: - Marshall wrote the network base classes, and I used them to implement the game listing server and the menu client. The menu app enumerates active servers on the LAN and querys the static list server for WAN games. If the user creates a new game, the app will submit its IP to the list server. After a session is set up and everyone clicks "start", a config file is created that describes the game and is passed to the game application on the command line. - Wrote a simple input mapper that maps integer ID's to actions on input devices and provides support for polling. Bindings are stored in an INI file. - Added some nice looking custom fonts to the resource file that get temporarily inserted into the system font table at load time. - Added a neat looking "rattle" effect to the viewport class for big explosions. - I decided to forego RK4 in favor of small, fixed step sizes. At 500 updates/sec the jitter isn't noticable. - I tested the concave polygon collision algorithm and it works, but I still need to implement rotation and calculate the normal for rebounding. Bounding spheres will work for now. --------------- SNAGS --------------- No schedule snags. --------------- PLANS --------------- - Write derived server and client classes for the game itself and get a planet moving around in a session created with the menu app. This basically constitutes integration; from here on out it'll be much more feasible to write and test gameplay code. - Maybe: finish poly collision detection a) bounding poly has to rotate along with the ship b) calculate poly/poly collision normal - Clean up some of the code a bit.