In my previous news post "Client features
revisited", I talked about several important client features and how
they have recently been improved.
As promised there, although this is rather a technical documentation than suitable prose for a news post, I would still like to provide a brief overview on how ...
In my previous news post "Client features revisited", I talked about several important client features and how they have recently been improved.Read More
Among Cafu's most prominent and important features are the networking code and, closely related to that, the client prediction feature. These two together implement a client-server network model that allows fast multi-player games over the internet, where the prediction makes sure that network lag is compensated for so that ...Read More
Dear friends,Read More
as every time around the New Year, I would like to briefly summarize the current developments and plans regarding the Cafu Engine.
Entity Component System
Generally, the development of the Cafu Engine progresses steadily and continuously, and the Entity Component System is still at the center of the ...
A while ago, in September, I considered it a good idea to remove the "groups" feature from the Map Editor. This was fueled by the observation that entities too can naturally and inherently serve for grouping the individual elements in a map. Keeping a second, explicit mechanism for the same ...Read More
Today there was another very nice article at the renowned German publisher Heise about compensating the lag in online games by means of the "client prediction" technique:Read More
Verzögerungen in Online-Spielen durch Client-Side Prediction kompensieren (text is in German)
The author Christian Oeing explains the basics of online games whose simulated ...
As an interesting coincidence, the renowned German publisher Heise today published an article in their online Developers section about entity component systems:Read More
Component-Based Entity Systems in Spielen (text is in German)
The text is a very nice description of entity component systems, and quite similar to my recent news post ...
As explained in my previous news post, I am currently migrating the old DeathMatch game code to the new Component System architecture. Just this afternoon I finished dealing with the "hand grenade" entities in the new system, and I found that they're noteworthy in many regards:
- Hand grenades are ...
When I first posted about Component Systems exactly one year ago, things were still at the very beginning. Since then, the efforts to introduce Component Systems to the GUI window hierarchies of 2D and 3D GUIs, and to the game entity hierarchies of game maps made very good progress. In ...Read More