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  1. MMO
  2. Weekly updates

Weekly update #7

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Last updated 8 months ago

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Inconsistency of blog posts

I feel like I've been all over the place with the weekly updates. I'm never doing them at the same time, never the same format, never the same amount of detail. I always end up writing them in a hurry so y'all don't think I forgot about you. To remedy that problem, I've decided to add a weekly reminder to make the blog, on the same day, at the same time. So from now on, I'll be writing and publishing blog posts on Sundays at lunch ( 12 PM ) EST.

News

So I moved out between the weekly update 6 and this week.

This means that development has been . Now that I have a desk, time was mostly spent reintegrating all the code from the Go server to the C++ server , waiting for updates on my support tickets, and unpacking boxes.

I expect most of the following weeks, when I'm not busy working that is, will be spent on reintegrating said code from Go to C++.

Detailed changes

As I needed to change to C++, I decided to go directly with the Steamworks SDK for development of the MMO on the server-side of things. I've never used Steamworks before, so it's interesting to get into something new. Concretely, what's been done has been:

  • Coding convention so that code is similar between developers

  • Start integrating Configuration mechanic from the Go server

  • Try to understand ( SDR ) and see if it works for our use case

  • Start integrating the networking code from the Go server, such as

    • Game Loop thread

    • Network loop thread

    • Steam callbacks

  • Added the spdlog library so that we log things efficiently.

  • Created a GitHub project for issue tracking, sprint planning ( mostly for myself to see progress )

What's next?

I recently added two developers to the project, with various levels of experience. My immediate focus will be creating a comprehensive README detailing as much as I can, from how we make commits as detailed as possible for GitHub releases ( using conventional commits ), to building the Server, how to debug it, etc.

In the coming weeks, more reintegrating of the Go code to the C++ server.

Additionally, creating a wiki for tracking of features, level design, basically a game design document, but inside of a wiki to easily edit, keep track of history/versioning, etc.

And so much more, like getting the netcode to the state that the Go server was in.

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