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Anime Kat Sample Code
Anime Kat sample code packages are provided free of charge and free of use for any means personal, educational, or commercial. You are free to modify and redistribute. I am working on these modules to showcase my development skills. This code is provided with no warranty or real testing. If you have questions or comments please feel free to email me (andy at animekat.com)

None of the art assets are mine. they came from the books listed.

Client-Server Game Sample using TCP/IP (winsock) and C++.
Source and visual studio projects (last updated May 15, 2007)

The solution is divided into assets which contains the shaders, textures and height maps, data_model contains code for data objects and is mostly a placeholder, directx contains graphics classes, Frank_luna contains classes directly from the book in the references section, game contains the game logic, game_application contains the windowing and message loop, networking contains the client, server and messing objects, terrain contains the code that reads the height map and builds the terrain mesh, threading contains a basic class to subclass and functions like the java runnable interface, and util contains some helper classes.

When you start the UI you will get a little dialog asking if you want to host or start a game. You don't have to input an IP address. The code will select the first IP address on the local machine if you don't give it one. There is a ball that will show up for each player. Q = left, W =forward, E = right, S = back.

References: You will need to install the directx 9 sdk and configure visual studio to compile this code. I use the april 2007 release of the SDK. Some of the 3D code is modified from 3D Game Programming with DirectX 9.0c, A Shader Approach by Frank Luna. I recommend this book and his C++ class at the game institute. I'm also starting to use real-time 3d terrain engines using C++ and dirextx 9 by Greg Snook.

Update log
  • May 15 - updated how the camera moves
  • May 6 - Major refactor and added support for terrain
  • April 24 - Added direct input for moving the players and camera follows player
  • April 17 - Added prototype of shaders to render pipeline
  • April 15 - showing the players as meshes
  • April 4 - Networking basics complete

Bugs and other stuff to do
  • need to refactor render pipeline more
  • client disconnects, heart beat and network errors
  • behavior scripting