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.





1 response so far ↓
There are no comments yet...Kick things off by filling out the form below.
Leave a Comment