Omega Race (C++, Networked)

DePaul’s Real-Time Networking course taught me about data-driven architecture, game state management, and many other concepts that go into creating networked games with a client/server model.

Omega Race was given to us in a non-data-driven, non-networked form. Our final project tasked us with converting the game to use data-driven architecture, and add networking code to the game.

The focal point of Omega Race is what happens under the hood.

Previous
Previous

Relentless Game Engine (C++)

Next
Next

DX11 Graphics API Demo (C++, HLSL)