BigJohn, the problem is the concept you're working with. right now you're considering a server a 'match' and that's not going to serve you well. You're trying to run multiple games through a server designed for only 1, the approach is going to cause you to rewrite engine code, unless you change your mindset. Each server is…
You'd separate them out by writing some custom logic for the player and team classes. You implemented chess so I figured you weren't shy of some coding :)
heh of course not. I wouldn't mind coding anything. I'm just not sure if I follow the design logic. If I have 64 players on the same map, but only 2 are relevant to each other, then I suppose I could have it so that only your enemy is visible to you, and the others are invisible. Basically at any time there would be…
So here's my situation. I was hoping to get some feedback as to what I'm trying to do is even possible, as I can't find info on it elsewhere (only found this thread which seems relevant, but no useful info). I'm working on this small multiplayer game. The game itself is 1v1, a chess sort of game. So I know for a fact that…