unity has a lot of underlying stuff implemented already (for network support).Arvex wrote: ↑Mon Apr 13, 2020 12:49 pm I've written a few games with C. I'm more experienced with C#, but I had no expectation of using that language on the Dreamcast. I haven't written any kind of networking for games outside of a few Unity prototypes. That was something I was planning to learn over the course of this project.
on the dreamcast - yes you have access to modem/lan, but there is only functionality to get it actually working on the hardware level. the overall design and implementation for network support in games is completely up to you.
and online multiplayer is a beast to handle. there are many different approaches for it, for different genres different solutions. as you want a racing game, with some kind of physics i suppose, the proper synchronisation between server and clients is a very difficult task to get right...
If you wanted to get started I would suggest to read the postmortems/papers on quake1->quake world clients and maybe starsiege: tribes on multiplayer clients (should be easy to google them). these are for fps-genre but you can get an idea where to go from there...
keep in mind that id-engines are not that flexible. they are meant for a (indoor) fps genre - and that's that they do best (or did, considering the release dates). sure you can stretch it - as many mods have shown - but it's like using a sledgehammer to hang a pictureI will see what I can do with the Quake I engine. At least until Simulant reaches a point where I might be more tempted to use it.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
don't get me wrong here - I'm not saying it's impossible.I am aware that the Dreamcast is older hardware and see that as a challenge. I know it's not a powerhouse, even among its own generation. I'm basing my expectations solely on games I've actually played on the Dreamcast. Maybe 60 FPS with such a game is a bit optimistic, but I won't know until I try.
60fps, good looking (yeah well for homebrew, mostly designer question) f-zero/wipeout clone is perfectly doable.
if you want animation support in your model. moreso - if you want *vertex animation* in your model, then MD2 (or some modification of it) is a good choice. if you don't need animations (static objects, scenery etc etc) - use something elseThePerfectK wrote: ↑Mon Apr 13, 2020 3:25 am I use this tool for a specific reason: it'll convert a modern OBJ 3D model into the ancient MD2 model format. This is the format that Quake 2 used, that blender no longer supports. This is done for a reason: implementing MD2 support is extremely easy compared to other model formats. Most of the format is just figuring out how to interpolate between poses mathematically. There are lots of tutorials online for doing this. This program by Rich Whitehouse uses std C library calls exclusively, so even though it's technically a "windows only" application, it runs just fine in WINE under linux, which is where I use it.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
and i don't doubt it's faster than most attempts. we haven't seen a lot of the later
![Wink ;)](./images/smilies/icon_e_wink.gif)
but no real complaints here - it is actually pretty good