Server now generates and sends an expanded 34x34 heightmap for each
chunk, which includes a 1-vertex border containing height information
from all adjacent chunks.
Client ChunkMesh class updated to consume this extra data, allowing it
to calcualte perfectly accurate normal vectors for all vertices,
including those at the very edge of a chunk.
Physics and collision system to make players interact with the generated
terraine without falling through the world like lemmings.
It uses a shared bilinear interpolation function for terrain height for
smooth and consistant height queries on the client and server.
A bit of an architectural change before we progress further. Moved
player code into a shared PlayerBass class to elimnate some severe code
duplication while i was getting things working.
- Server can handle multiple clients simultaneously.
- Client can see other players in the game.
- Server broadcasts the game state to all clients.
- Client receives the game state and renders the other players.
- Server assigns a unique ID to each player.
- Client receives its player ID form the server.
- Server handles client disconnections.. Kinda... Server is ignoring
SIGPIPE signal.
- Server and client signals are non-blocking.
- Moved player objects off the stack and onto the heap.