Dax

Pacmantastic

Pacmantastic
Multiplayer Internet Pacman

Okay, I sort of did something like this in college, but in was in Linux and I hate Linux, so I redid the whole game on Windows.

It’s Pacman, except you can play it with other people over the internet as a Pacman or a Ghost.  They have different rules and stuff like Pacmen can’t go through eachother and they move a little slower than the ghosts do.  It was supposed to be a lot cooler than that, but when it came time to test the network part of the program out, I found that I had no one to test it with.  So I guess that’s where I gave up.

You can download how much I did finish HERE  (pacman.zip)

If you can load it, send me an email or something so I can play with you.  I would like to get that much further with the damn thing at least.

Gameplay:

It’s fucking Pacman dude (screenshot).

Code:

The whole thing’s in OpenGL and subclasses of AsyncSockets.  I was metering the Frame Rate by sleeping on every frame rander and then timing it myself, but I don’t know how much of that to do in a network setting.  When you host a game, your machine is the one that governs collision detection and scores and race conditions, etc.  I was reading about the protocols for network game governing before I implemented it and found that a few people actually think that’s a bad way to do it.

You people are fucking idiots.

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