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Using AI to get multiplayer working - Printable Version

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Using AI to get multiplayer working - GaelicVigil - 08-24-2026

I used Gemini and Ghidra to take a closer look at Hazeron's net code and I don't think it would be that difficult to integrate a multiplayer solution without the MMO infrastructure. Gemini came up with a basic path to get this working...

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1. (HazeronServer.exe): Re-compile a lightweight, headless binary of the legacy server loop. Strip out central master-account/authentication server dependencies and central galaxy databases in favor of simple local flat-file universe saving and open access flags.

2. Direct IP Client Interface: Re-enable an in-game UI input field (or command-line argument such as -connect <IP>:<PORT>) to pass user-defined target address strings directly into the client's existing QTcpSocket::connectToHost methods.

3. Decouple Engine Loop Ticks: Re-enable the conditional switch (#ifdef or config flag) that routes local player, ship transform, and sector state updates back through QTcpSocket stream buffers rather than bypassing them directly into local process RAM.

4. Steam P2P Transport: Because the binary is already linked against STEAM_API64.DLL, wrapping TCP payload streams inside Steam Networking Sockets (ISteamNetworkingSockets) would allow player-hosted games to bypass NAT/port-forwarding issues entirely.
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I don't know if you've used any free AI tools yet, Haxus, but I think this would be a pretty straight-forward project to get working. You really should consider it if you haven't, this could be a much easier project than you expect using Claude or Gemini as a support. I use these tools for my day job as a software engineer and I'm able to churn out work 10x faster than I could on my own and with far less effort.