impact engine orginization
Posted: Fri Jun 01, 2012 12:23 am
So a few days with impact engine and I am getting comfortable with it for the most part but occasionally I am like where does the code for this concept belong?
I took what I know from the
so when I clean it all up here is what I use mostly
server.bat - executes server js
server.js - server side socket
index.html - client side socket and any html css added by designer.
main.js - key binds, initial spawns, draw updates
entities - player.js - most people have this entity.... key handlers for events
other entities.js - curous what everyone else uses here I have some ideas like extra game menus and a huds and such but its a bit out of the scope of my question
the video I saw kind of broke this organization protocol so I'm curious if im way off on how this should be organized.
Also where can I look for the best way to bring a database (hopefully mySQL) to interact with the game.
How do I keep people from cheating by editing the values in their memory with a hex editor.
I took what I know from the
so when I clean it all up here is what I use mostly
server.bat - executes server js
server.js - server side socket
index.html - client side socket and any html css added by designer.
main.js - key binds, initial spawns, draw updates
entities - player.js - most people have this entity.... key handlers for events
other entities.js - curous what everyone else uses here I have some ideas like extra game menus and a huds and such but its a bit out of the scope of my question
the video I saw kind of broke this organization protocol so I'm curious if im way off on how this should be organized.
Also where can I look for the best way to bring a database (hopefully mySQL) to interact with the game.
How do I keep people from cheating by editing the values in their memory with a hex editor.