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About luzarius

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  1. I'm still wondering. What if you want to house 200-400 players in one small area? Wouldn't doing everything client side take a HUGE load off the server?
  2. Good read. It seems to me the practice is simply not done. Everyone seems to be using an authoritative server for collision detection.
  3. The environment involves 64 players in light FPS combat. #1 - Is there anyway to avoid collision detection on the server and leave it all on the clients machine? #2 - Is there a known method that is widely used that I can google or research?
  4. PC market. I don't have access to DX10 engine unfortunately. I was hoping there was some kind of modeling technique I could use so I only had to use 1 skinned mesh but still maintain full character customization.
  5. How could it be done? One skinned mesh representing one humanoid model. How would you add different pieces of armor & weapons while maintaining a high FPS? BaseHumanoid.x (Naked Humanoid) Helm - Attach a mesh to the skull. Short Hair - Attach a mesh to the skull. Long Hair - Perhaps a sub mesh group in another skinned mesh, BaseHumanoidLongHair.x Cloak - A very common item in games, so perhaps this should be a permanent sub mesh group in BaseHumanoid.x ... But sub mesh groups are expensive. Is there a better way? Gloves - Well you could just replace the texture but then there will be no edges that define the gloves edge. Perhaps one should add an additional mesh to the forearm bone to give the glove nice edges so it looks like a real glove. Bracer - I think the bracer would be a mesh that attaches to the forearm as well. Skinning such an item would not be efficient. Shoulder - Once again this would be a simple mesh attachment to the clavicles. Vest - Here is where it gets tricky. The first thing I would do is replace the texture. But how would you give the vest armor nice edges to define its shape? Do you replace the BaseHumanoid.x model with something like BaseHumanoidVest.x ?? or do you somehow add another mesh to give the armor nice edges and somehow blend this piece in with the base models replaced texture? Gorget (neck armor) - This would be a simple mesh attachment I would think or you could replace the texture around the neck. But to give the gorget a nice edge I would think the mesh attachment would be better. Leggings - Like the vest this looks like a tricky one as well. You could simply replace the texture or have different material groups I would think. But how would you give the leggings nice edges or bulk? It seems you would have to maybe have BaseHumanoidLeggings.x ?? But then you would have to have BaseHumanoidVest.x then finally BaseHumanoidLeggingsVest.x if the user puts on both pieces. This is confusing. Boots - Once again replace the texture or assign a different texture to a material group. Then maybe in order to give the boots a nice edge/depth/bulk you could add a mesh to the shin bone? Sword & Shield - Simple attachment of mesh to the hand bone I presume. I hope someone in the industry can shine some light. Luzarius
  6. I'm looking to get about 100 humanoids on the screen with no dynamic lod system for animated .x characters. Each Humanoid - 3500 triangles My question is how many pieces can make up a humanoid before you take a severe performance hit? Hair.x (Skinned & able to animate) Head.x (Skinned & able to animate) Upperbody.x (Skinned & able to animate) Lowerbody.x (Skinned & able to animate) If each humanoid was made up of 4 pieces with say 2-3 static attachments would that be ok?
  7. luzarius

    How do you publish your own game?

    Thanks for the feedback guys, much appreciated :)
  8. luzarius

    How do you publish your own game?

    Quote:Original post by Buster2000 Stores will only deal with established well known distributers. Distributers in turn will only deal with well known established publishers. Publishers will only deal with whoever they see fit to deal with (usually the people with the best idea and demo who are willing to give all their ownership of the IP). On the otherhand you could just try to get your game published by digital means. So you are saying that by going through an established publisher I pretty much hand the source code over to them and they screw me? lets say they end up selling 50,000 copies of your game. How much of that money would you see?
  9. How do you publish your own pc game? - Print out tons of boxes. - Print out manuals. - Send the boxes to best buy, gamestop, compuse, fry's, etc. Anyone know how this business process works?
  10. Anyone have some code that shows how to compute normals for an animated character in tangent space lighting in DX9?
  11. What is the best way to handle armor/clothing changes for a RPG character in D3D? 1) Export a .X containing sub mesh groups for each armor/clothing. 2) Export a .X with a certain amount of extra triangles and just use morph targets. 3) Export a .X containing the skeleton of your character and just attach armor/clothing as seperate objects (.x files)
  12. Quote:Original post by dawidjoubert Quote:Original post by luzarius If you were making a mmorpg and had to do server collision check on the server, what do you think would be the most efficient way? Ray casting? AABB, OBB? or none of the above. Just a quick note, I work in the web industry and I guarantee you a MMORPG will not be run on just one server. Most likely there will be a cluster of databases for the game logic with a cluster of web servers for the 'serving of pages' logic. Building a MMORPG is not very different from building a website like facebook/myspace. It just has sooo many more rules and requries a client binary so that the user sees nice mountains and blood etc... But yes if you use good sub-division of space you will rarely do AABB colision checks, and then if you do do further checks it will be even more rare. I recommend you do this though. Use AABB checks for your main logic and then layer further detection on top of that and stick it into the client binary, so collision detection with a higher resolution than AABB becomes purely an aethestetical thing. Oh i see. Have a certain level of client side collision detection that triggers a server side collision check? The client side collision is taking some load off the server? Only requesting a collision check when absolutely needed?
  13. If you were making a mmorpg and had to do server collision check on the server, what do you think would be the most efficient way? Ray casting? AABB, OBB? or none of the above.
  14. Joe swings his sword attemping to hit Bob. What math do you need from each player to calculate a collision? Here is what I think, and you can probably correct me. 1) The bounding box min,max of joe's body (A rectangle) 2) The bounding box min,max of joe's sword (A rectangle) 3) The bounding box min,max of bob's body (A rectangle) Somehow I need to calculate joe's maximum reach & arc of his sword swing. Now depending on each players position I should be able to detect if a collision will occur yes?
  15. How many different renderable pieces usually make up an RPG type humanoid character? Think of it in the programming aspect, the performance aspect. Lets assume we are attaching the following pieces at the bone matrix level. 1) Head.x 2) UpperBody.x 3) Lowerbody.x 4) Feet.x If you are rendering the above 4 objects that makes 1 humanoid model. Is this typical? You can switch out the head if need be, and the upperbody armor pieces. You can also switch out different types of armor/clothing for the lowerbody and then switch out armor/clothing for the feet. Is there a better way of doing it? If I have 50 humanoids on the screen that is 200 objects I'm rendering. How do the pro's do it?
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