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Networking Layer for particles game #5

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rootux opened this issue Dec 3, 2022 · 2 comments
Open

Networking Layer for particles game #5

rootux opened this issue Dec 3, 2022 · 2 comments
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@rootux
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rootux commented Dec 3, 2022

Create the networking layer

Should support sending over the data of 20 vectors (x,y,z)

The idea is that each side would render it's own kinect data to a particle system + another particle system for the data received from the network layer

Bonus - make sure it supports more than 1 skelton for each side.

This data would be sent roughly ~60-100 times per second - as many times as the websocket allows us to sent. it's totally okay to send less then that amount - given that we'll create something kind of tweening between keyframes - where we will be smoothing the position of the body from 2 different keyframes (So also having 10-30 times per second would be great).

@rootux rootux assigned AlonRDT and AlonArditi and unassigned tairch Dec 11, 2022
@rootux
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rootux commented Dec 11, 2022

@AlonRDT @AlonArditi Is this complete?

I think the only thing left open is to make sure that if a client were not able to connect for 10 seconds - he should become a server?
Because we want to be able for both computers to work as standalone (And try to keep on reconnecting in the background).

Can a client still spawn player?

@AlonArditi
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AlonArditi commented Dec 11, 2022 via email

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