Apparently, the game can be play by using Postman.Really something new and strange
Each can build his own interface game.
I like the idea of the game structure, here maybe @aeric 's API framework can help to build the game API...
ok so let say i have a server running this API and each user can get/post to the API like getting his spaceship position etc.It is that what is interesting - all the game algorithm is coded, but all communication with the users is just HTTP "text" API, instead of video frames generation, audio output.
ok so let say i have a server running this API and each user can get/post to the API like getting his spaceship position etc.
but if i want now to create a game based on API calls i am not sure i can get 60 api calls per second for each player to get a smooth game feeling.
Why not? API sends you the vector of movement (3D-direction, speed) and you can calculate and generate the video as you need60 api calls per second for each player to get a smooth game feeling
yes but 60 times per second???Why not? API sends you the vector of movement (3D-direction, speed) and you can calculate and generate the video as you need
The API gives you the targets (coords, points...), but the video process of movement to the coords is on your side, at client codebut 60 times per second?
sure, i understand that. everything that is related to UI is happening on the client side. The server just send/write the coordinates.The API gives you the targets (coords, points...), but the video process of movement to the coords is on your side, at client code
Me: move right hand and taking aim to Enemy23
Me: shoot !
API: missed !
Me: move right hand and taking aim to Enemy23
API: check Me position/Enemy23 position
Me: shoot!
Api: track bullet position / me position / enemy23 position
Me: moving
Enemy23: moving
Bullet: still moving
Api: check bullet position/ check enemy23 position check if hit
Enemy23: shoot!
Api: check Enemy23 bullet position/check me bullet position/check if hit /check me position /check enemy 23 position
Api: me bullet missed.
It's local animation, no any network transmission.Me: moving
it's actually the packet:Enemy23: moving
And all other calculations on client's side.API: Enemy23 is moving to coords = X, Y, Z, speed
It's server's local calculation.Bullet: still moving
it's actually the packet:Enemy23: shoot!
And next just local client's calculationsAPI: Enemy23 shoot, bullet's way to coords X1, Y2, Z2, speed2
no that is not true, when you move the server needs to know where u are if not how should it check for collision with the bullets?It's local animation, no any network transmission.
If "me" reported about my movement vector, and received the vectors of Enemy and bullets - it seems to me next should be just local math calculations about the vectors crossing... and the results, without network transmission at this millisecond.how should it check for collision with the bullets?