From the developer's readme:
IrrlichtRPG - v0.0.1 - Paul Zirkle AKA keless
4.28.05 keless@technomagicum.net
V0.0.1 meets the following milestones of the IRPG project:
Milestone 1 - (COMPLETE v0.0.1) 4.27.05 "basic client-server architecture"
*Client
(100%) resources: load hardcoded entity
(100%) core: accept user input, remove entities not found in WU
(100%) network: send server request, recieve world updates, send user input
(100%) graphics: show level graphics modified by world updates
*Server
(100%) resources: no level
(100%) core: accept client connection / disconnection
(100%) network: send world update, recieve server requests, tested on LAN
(100%) physics: no physics
*Misc
(100%) Incorperate RakNet networking API
I have released this source code so that interested parties may take a look at
the skeleton core of my game on top of ICE as well as my basic client-server
architecture. It has not been extensively tested against rogue packets, button
mashing or other stress testing.
There is certain code which exists to support an as of yet non-existant system.
For instance, the SQLite code is apart of the project but not yet used. The
UserAccountsManager should open up a DB and authenticate the user login, but
currently does not. The entities system should have a whole tree of inherited
entities. The server should be loading in a mesh and doing physics collision
between it and the entities in the world update. The client should be interpolating
entity position between world updates. The world updates should be divided into
key frame world updates (whats currently sent now) that only get sent 2/sec and
delta world updates that only show new movement to save on bandwidth. Not to mention
the entire RPG engine has not even been written. I also did not write special
documentation for this release, but you should be able to make sense of things
fairly easily with what comments I left for myself.