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Skylight Racers | 3D Flight Based Racing Game

Main Tasks

  • Networking System​​​

       - Used Winsock​ to implement Server Client architecture

       - Implemented RDS Amazon Web Service​

       - Used MySQL to keep track of player data for Nat Punchthrough​

       - Implemented delta compression system ​

  • Audio System

       - Implemented Wwise SDK​​

       - Created audio interfaces and class components for all gameobjects​

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Skylight Racers | 3D Flight Based Racing Game: Projects

Things I did

Networking (Custom Engine)

Delta Compression System

I modeled this off of the quake 3 network model a bit. Since i was using a server client architecture i could do this with ease. Using a dynamic array based off of sequence number I kept track of the last 32 states sent by each client to the server. This allowed for many optimizations such as keeping track of what needs to be sent by comparing the previous state to the current on and making up for lost information keeping the game fair.

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Networking (Custom Engine)

Server Client Architecture

I was in charge of setting up the system in place for the multiplayer aspect of the game and i decided to run with a Server Client architecture in order to make the keep the systems fluent and also in order to keep all the information easy to track and keep everyone on the same page.

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Networking (Custom Engine)

Broadcasting and NAT punch through

The last major piece of tech with my networking system has to do with how i connect people. There were two ways the first was locally, using the broadcast address i'm able to connect anyone on the same WiFi towards each other. The second way was with the use of NAT punch-through, a little bit trickier to implement. This required the use of the amazon web service and MySQL to keep track of all the ip's in order create traffic between both the host and client on different internet connections.

Data Cloud

Sound System (Custom Engine)

Wwise SDK

My secondary task for this project was implementing the sound engine for the game. I decided to use Wwise in order to accomplish this implementing the sdk into our engine and taking the audio files given by our audio members and placing them into there respective sound banks after making events for them. With the use of its robust sdk, profiler, and systems i was easily able to implement full 3d sounds, a dynamic audio track based on progression with the use of the interactive music hierarchy, and an engine rev up sfx. On top of giving every game object the ability to play sounds and manipulate volume of said sounds.

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Skylight Racers | 3D Flight Based Racing Game: Skills

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