* I deleted the previous message because the bug I was having was fixed *
UPDATE
Project TI-Trek has now been successfully compiled with full USB support... using srldrvce. Due to wonkiness in CEmu's usb support, it is no longer possible to test networking on the emulator (the lib cannot initialize the driver properly). I will need to move to on-unit testing for the remainder of client-side development of this project. I have gotten written the
ntwk_Login(),
ntwk_Register(), and
ntwk_Disconnect routines, which are the first aspects of gameplay that will be tested. While I have been hard at work on client-side things, commandblockguy has been working on a USB=>IP bridge similar to the one Kerm devised for gCn over DirectUSB. And last but not least, beckadamtheinventor has been hard at work developing the server side of things... from map generation to control codes and saving/loading data. For those interested, the server is written in Python, runs on port TCP 1701 (the registry number of the Enterprise), and uses json for long-term storage. It stores connection descriptors to an array of
Client objects, which also contain the IP address, username, and some more information about the connected user.
The game will implement semi-accurate space physics. When the map generates, the server pre-generates some paths for celestial bodies using formulas for things like gravity and inertia. Those objects will follow those paths every tick, scaled to the time-rate of the game. In addition to fluidity in space (meaning planets, starbases, etc will not be in exactly the same spot every time you look for them), other objects will pose a threat... black holes will exist and end your journey very fast. Stars will tick their life cycle and then die in a manner determined by their size. Major celestial events, such as star death or planet destruction will result in a path-adjustment for entities within gravitational range of the changed section.
Also, after discussion with beck, another feature will be added to the game, called a
synthesizer. This component will allow you to interact with materials you own on a molecular level to enhance them in certain ways. For example, say you place a piece of tempered steel into the synthesizer. You can then select from reserves of any type of element, and the properties they enhance/detract from will most reflect their actual chemical properties (toughness, deflection, malliability, heat resistance, etc). Say you choose to combine the tempered steel with a type of element that increases toughness but decreases heat resistance. You would wind up with steel (hull plating, for instance) that provides a boost against projectiles and physical impact, but is damaged more by heat sources, phasers, and the like. You could also, for instance, infuse your hull plating with a mineral that enhances magnetism, which in turn enhances your shield deflection. And if you attempt to combine unstable materials, you could, for example, wind up inflicting feedback damage to an attacking enemy, but also winding up with vastly increased damage to your own ship.
For anyone wishing to have a look at the code-base so far (yes, it will need some optimization), here it is. I will say, in my opinion, at least the network handling is remarkably well-organized... for what I usually do.
https://github.com/acagliano/titrek-calc