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Messages - Snodgrass

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1
General Discussion /
« on: July 12, 2004, 05:24:54 am »
Oh well.  It\'s nice to see that planeshift is still doing well.  

***saunters off for a couple of years more until project  is more complete*** 8)

2
General Discussion /
« on: July 12, 2004, 04:33:21 am »
Wow, it has been awhile since I\"ve been here.  

Happy Birthday Planeshift!

3
Wish list /
« on: May 11, 2003, 04:22:45 pm »
Sounds like we have two volunteers to do this. One topic per person. So let me go over your points one at a time.  

1. Since it\'s only one topic per person all we have to do is skim them.  

2.  We don\'t have to worry about it being officially decided, we\'re just categorizing threads.  And then writing links to them.  

3.  Your english is better than some people who post here from Britian and the U.S. Mostly the US!  In fact, your spelling is not shabby either.

4.  You said you could only do one topic, that should be fine.  And there is not a time limit ether.

We should ask  Vengeance, since he asked for volunteers, what topics needs this kind of work the most.  It\'s important not to editorialize on the list, just report where the information is and dryly report it.  I also believe that there should be only one entry per subject which we edit.  When somebody wants to take on a new topic they pick one from Vengeances list and set up an entry to work on. On the top of the thread there shuld be a index of topics.

So Thynett do you want to do it? I am sure that Vengeance can come up with some topics that really irritate the development team off the top of his head.

How about an example.

Topic
PK or player killers.

Report
From the discussions on the various threads the only PK that may be available is guild wars and maybe an arena. The developers don\'t like the idea so it is unlikely to get beyond that.


PK option to make everyone happy.

PK Arena Alternative.

More on Pking.

PKing clan/guild system.

Pk System.

Why pking should be allowed

The difference between PKing and PvP Combat.

My idea about PKing

Umfrage: How should the PVP system work?

non RPG PK\\\'s.... What to do about them

Outcasts (another PK discussion) THIS MESSAGE IS TAKEN FROM OLD BOARD:

Pking....... THIS MESSAGE IS TAKEN FROM OLD BOARD:

That is all there is to it. If there is a missing thread  then contact the maintainer through the (? Private Messages system).

4
Wish list /
« on: May 10, 2003, 11:58:21 pm »
I think this is a great idea.  The beauty of it is that you have your first volunteer to summarize things.  This guy sounds motivated.  And the access that he has is okay to get the job done.  I absolutely agree that a game developer does not have time to catalogue ideas, however, I don\'t think it would take a developer to do this.  It is kind of like a free press.  It would be handy if the person doing the summary went ahead and stuck a hotlink in there to go to the thread which best describes the idea.  But if somebody feels strongly about this, with the access that we have right here Thynett can just go do it.  

It also might be handy if it works out to keep it on the top of the forum. so that somebody can peruse it before posting.

5
Wish list / Totally disagree
« on: May 10, 2003, 05:03:51 am »
This is the part where people come up with ideas and the developers have a chance to pick out some gems from the rubble.  The fact they are nonprogrammers doesn\'t mean that there ideas are bad.  It just means there is a very low chance that they will be done.  However, it is important to keep them going.  

I don\'t believe they\'re greedy or that anybody seriously believes that the developers will drop everything to do their idea.  I also don\'t believe that the people that post on the wish list think it\'s anything more than a wish.  This is a fantasy game afterall.  

I think the ideas should keep coming.

6
Wish list / Large Worms
« on: May 10, 2003, 04:52:53 am »
I\'d like to see a large worm in this game.  Kind of like the Horta in the old Star Trek that buries through rock like we walk on the surface.  Have it so every so often one of them breaks through the side of the large chamber that planeshift is in, opening up a new area to explore.  It should be without warning.

7
General Discussion /
« on: December 22, 2002, 04:26:56 pm »
At this time with say 20 or so characters in a single area, with nothing really going on, I would totally agree.

However, let\'s take an example that was talked about previously and expand on it.  It was stated that if you want a hoard of monsters to come charging down the hill you could use a flat polygon per monster with an animated image on it.  In the problem statement it must also be able to be piped through a 56 K modem.  The server speed and band width are not an issue.  

On a hot day I never saw my modem ftp something in better than 3 kbytes per second.  This might be due to a less than desirable phone line but let\'s go with it.  

X,y, and z are 4 byte floats.

Pitch, roll and yaw are 4 byte floats.  

We can get rid of z, pitch and roll because the monsters are standing on the ground.  Total 12 bytes.  

You might want to add another byte to determine what texture set to place on the poly so they don\'t all look the same or 13 bytes to determine the object.  The last 2, the yaw and the poly set, determine what picture is on the polygon.  

There is an issue of update rate.  Assuming you\'re using interpolation to make the screen run smoothly the update rate is just viewed like lag.  I\'m going to use 5 updates per second.  I\"m kind of pulling it out of my hat but it the ping in some sites is about 200 milliseconds roundtrip, going any faster than that would be a waste.  

13 * 5 = 65
3000 / 65 = 46

46 is hardly a hoard.  If you forced everyone to use a cable modem or better there might be a lot more.  
But if we looked at it differently.  Since we know a lot about this data set maybe there\'s a way to compress it that is fast and easy to code.  Instead of looking at it at individual monsters we look at it in a group.  Let\'s use a group of 16 because it is a computer friendly number.  And isn\'t unwieldily as groups go.  
Some other constraints to make life easier is that the collision border is group sized not individualized (ie. Groups don\'t mix except within themselves) and go around objects, never split, and we will say each member is killable and everyone in the group faces the same direction.  We create a group grid of one by one byte and all members are within that.  

X,y, yaw, Group position and direction.
Since yah does not have to actually be a float it can be one byte, another shortcut.  X,y and yah = 9 bytes.  Plus, type byte = 10.  Then each group member sub(x + y) = 2 bytes.
  So,
members * 2 + 10 = 42 bytes.

That\'s 42 bytes as opposed to 192 bytes for 16 monsters.  42 X 5 = 210
3000 / 210 = 15    15 X 16 = 224

224 monsters is not bad but I want a real hoard.  Fortunately we can do better.  Let\'s try another approach at the problem statement and constraints.  Say that instead of having 2 halves, each element independent, we have an orbital pattern or each monster in the group is assigned to a position via a look up table.  To make it interesting we will have 64 K entries in the look up table/ or up to 64 K, since ram is cheap.  Then we will have 2 kill status bytes for our 16 monsters.  

X,y, yah, kill status, group position, and type = 14 bytes.
14 bytes for 16 monsters not bad.

14 X 5 = 70.

3000 / 70 = 42

42 X 16 = 672 monsters

So that\'s 672 independent monsters all moving around.  That might work for a small battle but wouldn\'t it be cool to compress in some serious carnage.  We\'re going to need some more tricks.  There is always culling based on distance but it would be better to have it all on screen to give the gamer a scene of true panic and mayhem.  We don\'t want them to be stationary.   A group of monsters just standing there looks stupid.  So the obvious solution is large groups that can be broken up (ie formation).  Formations can then be broken up into groups or individuals for combat against characters.  Let\'s show an example for a formation of 256 monsters.  

256 = 32 Kill bytes for individual monster killing
X,y, yaw + kill bytes + formation position = 43 bytes.
16 X 5 = 215
3000 / 80 = 13
13 X 256 = 3,328

3,328, now that\'s a hoard of monsters.  So you can have individual groups and divisions  mixed and have enough bandwidth left over to do the other required communications on a 56 K bod modem.  Okay, so we can\'t use 3328 monsters but if you want two armies fighting each other with 1,000 monsters apiece, where there are different levels of interactions required, this approach might work.  

Some of the numbers I used here, for instance update rate, I just had to pick something to show a comparison.  However, in concept whatever system you used, compressing by using grouping, would probably get more monsters on a field for the same bandwidth.  It\'s possible that this is the way it\'s really done anyway or something similar.  This is something I just came up with as an example of data compression concepts.  

I hope this clears up my point.
 

8
General Discussion /
« on: December 20, 2002, 05:21:24 am »
I have often thought that a great way to tell if a system is being cracked is to flag the number of system control hits to the server.  A human can only hit complex commands so fast.  If the rate is unusually high it\'s probably due to a cracker.  Hackers build things, crackers take things apart.  

9
General Discussion /
« on: December 20, 2002, 05:16:06 am »
My guess is that most of this information is in the forum for coders which we don\'t have access to.  However, it would seem the biggest performance increases would come from compressing the data stream from the server.  When I have had to do this it took quite a bit of knowledge about the data set that you are trying to transmit.  Usually the best approach was to turn it from a text format to binary.  I got further mialege by taking standard flag information and making it parts of a byte.

The problem is premature optimization is the root of most evil in most projects.  Since this is a pre-alpha release I wouldn\'t expect that it is a hot topic right now.  However, I\'m often wrong.  

10
Wish list /
« on: December 20, 2002, 01:38:14 am »
Could you take one or more of these concepts and expand on it. The seems like there not fully formed so there hard to follow.

11
Wish list /
« on: December 13, 2002, 07:11:11 am »
Quote
agree with whats his face, that guy who said lets keep PlaneShift mysterious


Mysterious is nice but the fact its under ground isn\'t mysterious. It it more interesting to me to think of it as a total underground experience rather than trying to cram the above ground experience into a form that does not fit. A Plane Shift Holiday is a super concept. However we must make one up that works under ground.

12
Wish list /
« on: December 12, 2002, 02:51:40 pm »
I believe I should get more specific.  

Seasons is not the same as weather.  I have been told there are some buildings so large they create their own small little weather systems inside them.  Like the building that held the Appollo rockets.  It has been known to rain in there.  
However,  weather underground is an interesting topic.  You can have all kinds of crazy things.  Suppose the roof had a leak somewhere.  You might have an area with continuous rain.  If the place is very deep there would have to be some mechanism for getting the water out of it.  However, solid rock walls and ceilings would hold in a lot more heat than the outdoors does.  If you look up on a starry night you see all of the heat going to space. To create monstrous weather systems like large thunderheads or hurricanes requires a lot of  differentiating heat.  It takes a lot of energy to feed to them.  So it would make sense that it might rain there but the really big stuff requires more space.  As for major weather changes, say winter climate versus summer, it would be difficult to conceive of a mechanism that could dissipate that kind of heat through rock to create snow.  

I hope this explains my point of view.  

13
Wish list /
« on: December 10, 2002, 01:27:01 am »
Snow under ground a strange concept. Even seasons is pushing it.

14
Wish list /
« on: December 09, 2002, 02:58:28 pm »
I know that people like the cool stuff but I like the filler.

Donkey. Not glamorous but tuff, and can hall stuff.
Cart. Can hall stuff on a road.
Weight. In some games you can carry a second set of plate mail in a sack. That is seriously wrong!
Sprite Skeleton. The is unless you wont to make a mesh for every conceivable different combination of movement.
Caveins. This is underground.
The seriously evil stuff down deeper. The beings that are universally feared.
Very long caves. The only way to travel.

15
Forum and Website Discussions /
« on: December 07, 2002, 05:26:26 pm »
Try 3D Game Programming With C++ By John De Goes. ISBN 1-883577-70-5
It has all the code you need to get in to it.

http://HTTP://crystal.sourceforge.net They have a system that has good docs.

 http://www.opengl.org The standard in video acceleration.
Hope it helps.

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