Dusty Posted December 27, 2013 Posted December 27, 2013 What do all the different headers mean? Such as "g_", "bg_", "q_". I'm guessing g_ means server side, c_/cg_ means client side, and q_ is related to the q3 engine? As it pertains to single player, what's the difference between server side things and client side exactly?
Xycaleth Posted December 28, 2013 Posted December 28, 2013 You're correct on the prefixes you've guessed. bg_ means both games (shared between server and client). Regarding client and server side in single player, the main distinction is in what each handles (and this applies to multiplayer as well). The server handles all of the game logic (e.g. should this player be able to walk forward, did their lightsaber hit something, what should the AI do next, and so on) and sends this information the connected players (or player in single player). The client side is responsible for handling the visual representation of the game.
Solution eezstreet Posted December 28, 2013 Solution Posted December 28, 2013 as a general rule g_ serversidecg_ client game / clientsideui_ ui (obviously)bg_ g/cg/ui (in some cases)q_ entire game (shared by engine and DLLs)q3_ icarus bindingstr_ "the renderer"sv_ serverside enginecl_ clientside enginesnd_ soundcm_ "clip model" (player<->map interactions)net_ network codestringed_ .str stufffs_/files_ stuff involving the filesystemg2_ ghoul2rm_ random map generation (not used but still fully functional)sdl_ SDL (linux/mac only)sys_ linuxwin_ windowsbe_ bot behaviorai_ npc behaviorl_ C/C++ parser used by the game, extremely primitiveFx anything that involves .efx files MoonDog, Stoiss, Asgarath83 and 3 others like this
Raz0r Posted December 28, 2013 Posted December 28, 2013 I think cm_ is "clip model" aka player<->map interactions eezstreet likes this
eezstreet Posted December 28, 2013 Posted December 28, 2013 I think cm_ is "clip model" aka player<->map interactionsthanks, fixed.
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