Poppy
Posted: Sat Jun 25, 2022 9:59 am
Hey,
I have a playable snapshot to present of Poppy, a 2d game in which you can draw your world as you run around in it.
In the future this will include a "programming" layer, which will teach about asynchornous programming. (You can read a bit morer about this idea on the git repo)
The game is somewhat playable now. However, there are a few things to note!
* Networking is unencrypted udp6/udp4. I want to switch over to DTLS+SCTP6 at some point (and then as alternatives DTLS+SCTP4; DTLS+UDP6; DTLS+UDP4; Websocket for the web). I probably will make a networking library for love2d for this, as i have not found any I liked, and I think a solid networking library would benefit other projects as well.
* Canvas chunking is unimplemented, currently each canvas is allocated as a big texture on the gpu, this makes the worlds limited to gpu specifics... not that great.
* Saving is unimplemented (sorry!), I want to do the chunking first :)
* Physics collision code is a bit buggy and needs to be rewritten, and the vector physics isn't in the game at all yet
* Programming layer is completel missing yet.
Anyhow, with all that in mind, feel free to try out this (pre-) release snapshot.
I did almost all my development on Haiku, so would be interested to hear what stuff may not work on MacOS Windows or Linux :)
(On haiku you need to use ipv6 to connect to the local server! I think this does not matter on linux)
Edit: completely forgot about my git repo uris, oops :D
client: https://git.gryphno.de/nephele/poppy-client
server: https://git.gryphno.de/nephele/poppy-server
I have a playable snapshot to present of Poppy, a 2d game in which you can draw your world as you run around in it.
In the future this will include a "programming" layer, which will teach about asynchornous programming. (You can read a bit morer about this idea on the git repo)
The game is somewhat playable now. However, there are a few things to note!
* Networking is unencrypted udp6/udp4. I want to switch over to DTLS+SCTP6 at some point (and then as alternatives DTLS+SCTP4; DTLS+UDP6; DTLS+UDP4; Websocket for the web). I probably will make a networking library for love2d for this, as i have not found any I liked, and I think a solid networking library would benefit other projects as well.
* Canvas chunking is unimplemented, currently each canvas is allocated as a big texture on the gpu, this makes the worlds limited to gpu specifics... not that great.
* Saving is unimplemented (sorry!), I want to do the chunking first :)
* Physics collision code is a bit buggy and needs to be rewritten, and the vector physics isn't in the game at all yet
* Programming layer is completel missing yet.
Anyhow, with all that in mind, feel free to try out this (pre-) release snapshot.
I did almost all my development on Haiku, so would be interested to hear what stuff may not work on MacOS Windows or Linux :)
(On haiku you need to use ipv6 to connect to the local server! I think this does not matter on linux)
Edit: completely forgot about my git repo uris, oops :D
client: https://git.gryphno.de/nephele/poppy-client
server: https://git.gryphno.de/nephele/poppy-server