Creating the Client (2)

Before the client will fully work, we need to make sure that all the assets are in place.  You can obtain your own assets, or use the one's I did by downloading the Multiplayer Tower Defence repository.

Either way, your folder structure should look like the following (with "assets" being at the same level as your src and bin folders):-

* Assets
    * Models
        * mage
            * Contains mage.blend and mage.png, or whatever model you've specified in WizardModel.java.
    * Textures
            * Contains mud.png, or whatever texture you've specified in Floor.java
           


Once all those are in place, have another go at running MTDClient (also running MTDServer if it's not already running).  Hopefully you should see something like this:-


Don't fall off the edge!

To walk around, use the keys W, A, S and D, and use the mouse to look around.

Woah!  It's like being in The Matrix!  or maybe, version 0.001 of the Matrix when it was still being developed by The Machines.

However, this simple view does belie the fact that there's a lot of work going on in the background.  In order to fully appreciate this, run another instance of MTDClient on the same computer.  Each client should be able to see a wizard, and when one client moves, the other client should see it move.


A wizard, yesterday.


We've created Second Life!  (Almost).  Well, we've created an FPS without the "S", and at the moment the avatars aren't animated, but we'll get to that later.  However, as anyone will tell you, no game is finished until there's shooting involved.  So the next stage is to implement shooting.

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