The project is currently heavily work in progress, the base required to interface with Lua & the SuperGiant Games engine is complete, although the networking code & script changes to make the game(s) multiplayer therein is not.
The project aims to have as little platform dependency as possible, meaning, ideally it will only modify the handling of loading script/resource files when mods require it. A network interface will be exposed through lua, leaving most of the (multiplayer) mod in the script space.
Currently, I am seeking help in laying a solid foundation for the netcode, for both versions of the game (they will obviously differ slightly, but most of it should be kept in sync).
hades-i
- Hades I specific (networking, script & sdk) codehades-ii
- Hades II specific (networking, script & sdk) codenetwork
- Base networking code, including ASIOsdk
- Debug symbol resolution & misc utility codeloader
- Version library proxy (loaded bycrashpad_handler.exe
in Hades II)server
- Server (including local host) code