Jump to content


Entanglar 0.9.1: Transparant networking, and now with a renderer!


  • You cannot reply to this topic
No replies to this topic

#1 mchurchill

    New Member

  • Members
  • Pip
  • 2 posts

Posted 06 January 2009 - 11:39 AM

Entanglar is a transparant multiplayer framework for .Net games. It automatically replicates entity spawn/destruction and state changes between clients. Basically all you have to do is stick a [Synchronised...] attribute on a virtual property or method, and it will be replicated for you.

Entanglar 0.9.1 is fresh with a rendering subsystem preview. Use of the renderer is entirely optional, and Entanglar's primary focus will continue to be providing transparant multiplayer.

The renderer features a model-view like pattern, with multiple renderers per entity type, and efficient sequencing. Entity renderer implementations are provided for Entanglar.Physics2D rigid bodies - allowing multiple parts (.x files, textures, transforms and effects) declared using attributes. Also provided is HLSL (.fx) binding functionality, which can automatically bind values to common semantics in effect files, and also bind entity properties to parameters during rendering (ie: Bind entity health straight into your HLSL effect parameter). Particle effects are also provided.

http://entanglar.dunnchurchill.com

As an example:
[KnownEntity]
[Renderer(typeof(SimpleEntityRenderer<Spaceship>))]
[VisiblePart(Mesh="Game.Models.Spaceship.x", Texture="Game.Textures.Metal.dds", Effect="Game.Effects.CoolShield.fx")]
public class Spaceship : RigidBody
{
   [SynchronisedProperty] public virtual string Name { get; set; }
   [SynchronisedMethod] public virtual void SetTarget(Target newTarget, int howAngry) { ... }
   [EffectNamedParameterBinding("g_shieldThickness")] public float ShieldThickness { get {...} }






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users