Main Page
This wiki show all documents and technical informations. CatchChallenger is perfect engine/protocol, or server/client implementation if you want do old scoll game, 2D game, platform game.
Contents
Algorithm, protocol and format
Format
Protocol
Algorithm
- Visibility players calculating with delay, Visibility algorithm, Following monsters
- Others algorithms, Ranged time event (gift of the day)
- Choices and Technologies used, Compilation, JIT, preprocessor
Server
- Server architecture and Databases
- Server/Client link
- CatchChallenger as static lib
- Security and Botnet backend via P2P
- Server internal variable and Variables types, Player types
Client
- Animations
- Path finding and area and Multiple layer merging
- Client next major features
- Client Screen
- UI framework
Datapack
Other
IRL/work
- Actual performance
- Other game usage
- CatchChallenger vs other, Compilation for Windows, CatchChallenger costs and budget
- Benchmarks
- Tools
- Game mode
- Linux kernel API change
- Platform
- Scalability, data locality and decentralisation
- Failure support and Monitoring
- Datapack guideline
- Virtual machine on GPU
Usage and installation
- Server requirements
- Server under DDOS
- Client requirements
- Command
- Server/Client with TOR
- Server/Client with I2P
- Gateway I2P to normal web
- Secret Hiding Places for your server
- Server on ROM
- Host your projet on I2P with git.repo.i2p
- Portable datacenter
- Datacenter in bolivia and Internet problem and solution in Bolivia
- Server split
- Types of servers