Last Modified 1/4/03
Current features:
- Up to eight people can connect using TCP/IP protocol or UDP protocol
- Reliable algorithm for accommodating UDP packet loss
- Peer-to-peer architecture
- Clients automatically try to reconnect if their connection is interrupted
- Fast, effective sychronization algorithm which eliminates discrepancies
- Decent latency (anywhere from 100 ms to 400 ms)
- Extensive custom GUI library with support for text boxes, combo boxes, and dialog boxes
- Optimized font generator and font renderer using textured quads
- Game host automatically transmits map and unit template file to clients that don't have it
- Game host can assign clients to different "teams"
- Fully functional panning and unit selection routine
- Realistic unit movement via steering behavior
- Minimap
- Sophisticated command panel
- Automatic lag calculation
- Attack, unit health, and realistic explosions!!
- World files containing unit types, missile types, and resource definitions
- Map files containing information about terrain, players, underground resource deposits, and units
- Players can administrate the game using a shell
- Fully compatible with Visual C++ and Linux (YAY!!!)
- Four fully-functional modes of aggression: Evade, Defend, Pursue, and Hold Fire
- Rapid unit selection with the SHIFT, CTRL and ALT keys
- Blueprints mark the location of planned/destroyed buildings
- Tool for testing synchronization and reporting discrepancies
- Texture manager for loading and managing a diversity of graphics and animations
- Sound!!
- Diverse text messaging system
- Groups
- Allies can share one another's units and resources
- Customizeable TA-style resources
- Custom memory manager that detects memory violations, dangling pointers, and memory leaks
- Zoom, rotate, or tilt the view
- Unit construction and production
- Synchronized timing changes during gameplay
- Synchronized terrain via a random seed number
- Game speed adjustment
- Eleven customizable unit abilities
- Limited visibility (e.g. cloaking)
- Resource extraction
- In-game help system
- The host automatically detects changes to the map or world file by an external program
- 3D models with skins!!!
- 3D terrain using spline surfaces, stratum, and adaptive meshes
- Transparent animated water
- Construction units automatically repair damaged units
- Multiple combat scripts allow a unit to engage two targets at once
- Armor classes (e.g. piercing, bashing, etc.)
- Turret script with recoil
- Trees, shrubs, etc.
- Projective shadows
- Caching of control points and maps for faster loading
- Model animations/animation scripts
Coming soon:
Here are some things we plan to implement in 2003-04. The items are loosely arranged in the order we plan to implement them.
- Missile system using collision detection / Ranged bombardment
- Particle engine for special effects such as smoke
- Approximate Nearest Neighbor algorithm for faster unit queries.
- Control definition file / Customizeable UI skin
- Revolving menu cube
- Limited mobility on different terrain
- Affects
- Limited population
- Smoke and debris
- Upgrades
- Loading and saving of games
- Staggered unit interval ticks
- Pathfinding/collision detection
- Automatic latency/file transfer adjustment
- Unit catalog (Civ2 style)
- Bridges, walls, roads, etc.
- Standalone server with the option of establishing a server/client network
- Fully customizable map and unit scripting (in the way way distant future)
- Flying fortresses / Relative unit coordinates / Multiple arenas
- Tractor Beams
- Formations
- Multiple visibility layers / Continuous visibility / Configurable fog of war
- Player coordination of automtic firing and repairs (more efficient)
- Artificially intelligent computer players
Maintained by Jon Sargeant and Tom Pittlik
