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How would you design a subspace client???


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Posted

After doing some work recently, I was wondering how someone else might design a client. Given any design goal, simplicity, academic, practical, extensibility, etc. - what would your architectural model look like? I'm more refering to code structure, but given free reign how, if at all, would you improve/redesign a subspace client (e.g. change the Hud layout)?

 

I've attached the model (note that it is not exhaustive by any means) I've been using and welcome any comments/feedback. I'm really curious, though, as to how someone else would have done it.

 

Subspace_code_structure.png

Posted

well first i would make the galf strategic driver board c-- to interact with the dephi modules, would be finished in about light hour speedists.

 

would make the client with dephi mode to keep the plugins work like usual, and make the circular motion to see the calculous factor of the motion sensors see them.

 

i can make it to go minutes by with the c++ sactoles in five checks speed.

 

what u guys think?

Posted

Reminds me of a quote from qdb... but everyone knows all the quotes from the quotes database, so I'm not going to quote the quote here.

 

On the topic though, I see nothing wrong with the diagram.

 

On the whole, I would never design a client for this game. The protocol is annoying and the servers... well some claim ASSS is good but I do not take ASSS seriously - it's just... that way. The servers suck (and so do the clients, which creates a sort of an inescapable loop of suckiness).

 

The only way I see out is to make a new client, server, protocol, everything. That's what I am doing, actually. I got into a "redesign Subspace" mood recently...

Posted
Reminds me of a quote from qdb... but everyone knows all the quotes from the quotes database, so I'm not going to quote the quote here.
it blum.gif

 

btw I got in a "this sucks and it won't get any better, its pointless" mood lately

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