Allow a user to host a multiplayer combat session that other users may connect to via direct IP address and participate in. Built on an custom-written netcode architecture.
no guarantee the nightly builds wont just crash on launch, requires beta cmutils from the git repository, console commands, lazylib
Discord server for development and discussion
hereFeatures:
- 255 player server limit (realistically much less)
- currently supports:
- ships (basic data available through ShipAPI)
- armour grid state
- shield state (currently janky, known flickering)
- engine states (flameouts, damage)
- missiles
- projectiles (rays and regular)
- beams
- mutable ship variant synching and on-demand loading
- weapons (basic behaviours: rotation, arcs, damage)
- simulates player control
- a client cannot 'directly' control their ship, instead their inputs are sent to the server before effects on their current ship appear
- weapon group switching
- autofire toggling
- ship system usage, venting, shooting, fighter toggle
- regular/shift mode movement controls
- mouse cursor
- shield toggle (currently janky)
- additional features
- netcode architecture modeled on the source sdk
- simple linear interpolation mode for data records (used in e.g. ship positions, rotation)
- lots of bit packing to reduce packet sizes
- in-game text chat with custom usernames (edit in settings.json)
- uses dual UDP/TCP servers for priority data such as variants needed to preload combat and real-time data sync
- custom UI
- join game, host game
- ship selection, currently an instant switch (including enemy ships)