Author Topic: Beam.Pro Intergration  (Read 228 times)

Offline UUforthewin

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Beam.Pro Intergration
« on: April 15, 2017, 04:51:06 AM »
Hey question for the coding people out there any one know how hard it would be to do beam integration for movement or spawning monsters nearby?

Offline Kevin Granade

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Re: Beam.Pro Intergration
« Reply #1 on: April 15, 2017, 08:02:15 AM »
No idea what you're talking about. Link or something?
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Offline Profugo Barbatus

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Re: Beam.Pro Intergration
« Reply #2 on: April 16, 2017, 05:04:35 PM »
Its some streamer chat integration system. https://beam.pro/

Anyhow, CDDA isn't Java based, so hooking into the game to allow sensible monster spawning would require some work to build up something for the two to actually talk with. Movement wise, could probably just falsify input, but the Cata approach of "declare intent, declare direction for intent" for most actions would make it even harder to actually use than when twitch tried to play Pokemon.
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Offline Kevin Granade

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Re: Beam.Pro Intergration
« Reply #3 on: April 16, 2017, 07:54:52 PM »
You would need to integrate a client for their protocol into the game, it looks fairly straightforward as network protocols go, but they don't have a c++ client library, so you'd possibly be implimenting one of your own.
On top of that you'd have to integrate it into our event loop, which again is probably not that hard, but it would be an entirely new direction for the code.
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!