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* use a queue for player input to dampen race conditions between the netcode ↵rodri2023-06-051-0/+1
| | | | and the sims.
* implemented optional ghosting for the clients.rodri2023-02-251-1/+0
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* implemented per-packet HMAC to avoid MITM tampering.rodri2023-02-111-0/+2
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* use libgeometry from the system. got rid of global `theparty`. wrote a ↵rodri2023-01-311-2/+2
| | | | little man page draft.
* implemented a custom PDU/frame structure on top of UDP for game networking.rodri2022-06-111-0/+1
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* got rid of GameState.rodri2022-06-031-106/+23
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* use semi-implicit euler for bullet dynamics.rodri2021-09-251-1/+13
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* implemented complete universe particles integration.rodri2021-08-021-19/+72
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* began building a universe for every party.rodri2021-08-011-0/+19
| | | | | | | get rid of the notes file. i already keep them on paper. adapted the client to use an rframe for drawing. implemented some VModel methods for testing. FPS2MS → HZ2MS. it makes more sense and is shorter.
* incorporated libgeometry into the project.rodri2021-07-291-17/+18
| | | | | | transitioned the integrator from scalar to vector-based. added a packing procedure for Point2. created the structure to model bullets.
* made the client window size immutable.rodri2021-07-291-0/+2
| | | | | added some dev notes to a file. renamed Lobby.healthcheck to Lobby.purge, which makes more sense.
* brought the Sprite struct for future animations.rodri2021-07-281-9/+2
| | | | | | | | | | | implemented per-party game state and dynamics. now the state is broadcast after integration, not before. fixed a bug in the broadcast procedure where it would keep referencing an already freed Party and its players. implemented a proper Keymap the user will be able to configure. added mkfile rules to manage installation and dependencies. defined a ton of structs in dat.h for new game objects. started work on a general vector model abstraction to define ship `skins'. removed some debug clauses we no longer need. fixed some other ones.
* initial commit.rodri2021-07-211-0/+100
implemented basic server loop, with separate threads to handle connections and run the simulations.