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Remove single-player mode to focus on multiplayer
Removed all single-player/offline mode functionality: - Removed ~2,200 lines of SQLite database code - Removed 11 public SP methods from GameHandler - Removed SP member variables and state flags - Removed SP UI elements (auth screen button, game settings) - Removed SQLite3 build dependency - Deleted docs/single-player.md - Updated documentation (README, FEATURES, CHANGELOG) Files modified: - src/game/game_handler.cpp: 2,852 lines (down from 4,921) - include/game/game_handler.hpp: Removed SP API - src/core/application.cpp/hpp: Removed startSinglePlayer() - src/ui/*: Removed SP UI logic - CMakeLists.txt: Removed SQLite3 All online multiplayer features preserved and tested.
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@ -39,13 +39,6 @@ A native C++ client for World of Warcraft 3.3.5a (Wrath of the Lich King) with a
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- **Party** -- Group invites, party list
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- **UI** -- Loading screens with progress bar, settings window with opacity slider
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### Single-Player Mode
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- Offline play without server connection
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- Local character persistence (SQLite)
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- Simulated XP and combat
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- Local item management
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- Settings persistence
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## Building
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### Prerequisites
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@ -161,7 +154,7 @@ make -j$(nproc)
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- **Graphics**: OpenGL 3.3 Core, GLSL 330, forward rendering with post-processing
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- **Performance**: 60 FPS (vsync), ~50k triangles/frame, ~30 draw calls, <10% GPU
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- **Platform**: Linux (primary), C++17, CMake 3.15+
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- **Dependencies**: SDL2, OpenGL/GLEW, GLM, OpenSSL, StormLib, ImGui, SQLite3, FFmpeg
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- **Dependencies**: SDL2, OpenGL/GLEW, GLM, OpenSSL, StormLib, ImGui, FFmpeg
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- **Architecture**: Modular design with clear separation (core, rendering, networking, game logic, asset pipeline, UI, audio)
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- **Networking**: Non-blocking TCP, SRP6a authentication, RC4 encryption, WoW 3.3.5a protocol
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- **Asset Loading**: Async terrain streaming, lazy loading, MPQ archive support
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