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thona

Handlin HUGE terrains, C/S architecture...

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Hello, anyone ever tried handling HUGE terrains for a large number of players? Big enough that one computer can not handle them? Points is that the world is supposed to be LARGE and without "visible" zones. Anyone cares to comment? I would: (a) separate the world into sectors and zones, with zones containing sectory. While zoning is going to be seamless, zones are "boundaries for computers", meaning that every zone can be on a separate server. (b) have zones organised in a grid/octree like type, so that their "main sectors" would form a big world. Their additional sectors are for interior, dungeons etc. (c) have this grid organised in subsets, so that a rectangular sector would be further divided into for example 8x8 cells. (d) have an algorithm activate cells on distance, loading/unloading sectors in the background as necessary. For this, every playour would "activate" cells as "in use" (player is in it), "near" (draw it) or "pinned" (load into memory). The idea is that when a player approaches the "end" of his "main sector", other zones would be loaded. (d) alternatively, every sector (including the main sector of the zone) could have a list of additional sectors to load. This would mean that the sector and all surrounding sectors, PLUS (!) all dungeon "top sectors" would have to be loaded, while the idea in (c) would allow loading/unloading of sectors dynamcally. The idea is to create a HUGE world that is easily distributed over multiple servers. The player client would originally contact a coordination system, then establishing contact with the zone servers as needed, getting updates from possibly multiple servers. Regards Thomas Tomiczek THONA Consulting Ltd. (Microsoft MVP C#/.NET)

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How is this related to the question :-) Huge terrrain does not necessarily take long to generate, given certain automatic algorithms. And not everyone here does not have money - I would say half a dozen people in a year can do a pretty huge terrain, or?


Regards

Thomas Tomiczek
THONA Consulting Ltd.
(Microsoft MVP C#/.NET)

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