Jump n' Run

A networked, multiplayer platformer made by Anthony Delgado and Ryan Hartzell for our senior project at Cal Poly State University in San Luis Obispo, CA. We were advised and guided by Christian Eckhardt.


California Polytechnic State University, San Luis Obispo, 2018.

About


Source

Client and server source ZIP


Client/Server

The game has server and client components. One server can support multiple clients. The clients connect to the server using an IP address. This is modified in the client code within the main loop. After the server is started, clients can connect to it. The first client to connect to the server is designated the host. Once all players have entered, the game starts when the host presses .


Controls



Architecture


OpenGL

The game was written using the OpenGL API. We also used GLFW and GLM.


Winsock

The networking for this game was based on the Winsock API. The base implementation was provided by Christian Eckhardt and was modified for use in the game. The network is used to communicate player positions, falling block position, camera position, and game status.