The entire client/server dynamic is the same in singleplayer, besides a few optimizations IIRC. A singleplayer game is essentially a listen server with maxplayers 1. You still need to use the networking macros and things in order to transfer data between client and server objects and the idea remains of implementing the bulk of the gameplay functionality on the server side with the client handling input and rendering.
There's a whole sentence about it buried on the wiki ;) http://developer.valvesoftware.com/wiki/Maxplayers On Thu, Feb 3, 2011 at 10:13 PM, Jeremiah Schwab <jeremon...@hotmail.com>wrote: > Hello everyone, > > > > I'm new to this list and to source coding in general. So far I've been > experimenting with Orange Box Multiplayer. I've got a decent grasp on how > things work and I've successfully implemented some of the features of my > mod. The Valve Dev site has helped tremendously. > > > > But my mod will be singleplayer, so I've started a new project. I was > wondering if it's necessary to code on the server project for a singleplayer > mod, and if so, what are some examples of things that would need to be done > on the server side and why it cannot be done client side. > > > > I suppose that's all for right now. Any help would be much appreciated! > > > > -Emobear > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders