DEbig3

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About DEbig3

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  1. As opposed to a user not logging in for a week, and then having to calculate 10k updates? And that's not even taking into account any actions that impact other players.. Basically, calculating past steps on demand only becomes somewhat viable when players cant interact with each other at all. Once they can, you basically need to save the state of the game for all players at all steps in order to make sure interactions occur with the right data for each player. Also, if you want to be able to notify users of things by email when they happen.. it's not terribly helpful to be emailed about your pet starving and dying only when you get around to logging in a couple days later.
  2. I use Trac for work, and RedMine for personal projects. From that experience, I'd say RedMine is the better of the two. It takes several plugins to get Trac up to the level of functionality that RedMine offers out of the box. My only issue with it is that it's a Ruby on Rails app - I don't care for the server setup involved.
  3. wow armour?

    As the person behind the Wowhead model viewer.. The only models that are added onto a character are the shoulders, helm, and any weapons/shields. The cloak, gloves, and boots are all a part of the actual character model, and are just hidden/shown as needed. Hair styles work the same way. For shoulders, there's a separate model for the left and right shoulders. For helms, theres a different model for each race/gender combination. Weapons/shields all use a single model for all characters. Most armor slots are simply textures, as are the faces, skin tones, etc. This is mostly what Brother Bob said, just a bit more detail and minor corrections.
  4. (3D) Games in a Browser?

    Java works, as does Papervision - I've used both on wowhead.com for rendering game models in the browser. Depending on how tricky you want to be, both can be tremendously painful. For example, if you want to use the alpha channel from a texture yourself, without it being premultiplied, you're in for a lot of "fun". A third approach I've just been starting to look at is an actual browser plugin. Once you've figured out how the plugin API (https://developer.mozilla.org/en/Gecko_Plugin_API_Reference) works, it's rather straightforward to create an OpenGL context to work with. You should be able to layout your code in such a way that the platform specific bits are segmented from the rest, and are relatively simple to port. Ideally, you'd only need to write a fraction of your code three times, and the rest should work untouched. The Gecko API (NP API) is supposed to work across multiple browsers (Firefox, Opera, Chrome, Safari), and there's mention of an ActiveX shim (https://developer.mozilla.org/en/ActiveX_Control_for_Hosting_Netscape_Plug-ins_in_IE) for use in IE as well, though I wonder how well it really works.
  5. For the time issue, if you have a 24 hour game, I would suggest a variable time scale. As a (very basic) example, the first 8 hours would take 15 minutes, next 8 hours 45 minutes, and the last 8 hours take 2 hours. Of course, it'd be better to have the time scale change more smoothly than just a sudden change every 8 hours, but like I said, just a very basic example. You could also allow for different game lengths, so if someone only has an hour or two to play, the game would adjust the time scaling to allow for this. The main point, though, is that the last third of the game take up, let's say, 2/3rds of the time spent playing.
  6. Quote:Original post by Spoonbender Google for "dreamhost sucks" first. :) I considered switching to them, but I've more or less changed my mind. They don't seem all that professional, and they restrict the amount of cpu time your site can use, without letting you know. actually, they arent restricting cpu time anymore, as announced in a newsletter sent out yesterday. that being said.. i switched to dreamhost a few weeks ago and have no complaints, plus they have a better control panel than my last host.
  7. tribes 1 and 2 both used a single repeating tile. t1 used (i think) a 128x128 heightmap tiled a finite (5?) number of times in all directions. t2 used a 256x256 heightmap tiled infinitely. as for the holes in the terrain, this was in both t1 and t2, and was accomplished by simply removing the polys in that part of the grid. the holes were in the tiled terrain in t1, but not in t2. all part of the terrain file format used..
  8. Google maps goes satellite images

    considering i can clearly see into your bathroom, yes.
  9. Mouse Control

    you got it right initially. just reset to center and use deltas.
  10. Quote:Original post by Anonymous Poster OpenGL isn't dead at all. Not a lot of companies aren't using openGL YET because there aren't that many people with experience with openGL in the game industry. Because there aren't that many books on openGL and some of those books are unsefficient. also, openGL is still a bit new and the companies havent accepted it yet even though it is pretty much just as good as directX you do realize opengl is older than directx, right?
  11. MMO Casino!

    have you considered simply resetting their player? including any stuff theyve bought, etc.. adding a counter in a player profile screen or something that shows how many times theyve lost it all could be incentive enough to not suck.. i suppose how well this would work would depend largely on how much you give players to start.. if its too much, they have little reason to play carefully, if its too little, they cant do a whole lot.. also, if you insist on having a story based reason, they left and came back a month later ;p
  12. unreal editor, unreal engine, torque

    torque has a quite nice ingame editor. however, you cant create new objects with it - you have to do that in hammer or some comparable editor (for base objects), or 3dsmax or a comparable modeler (for non-structural stuff such as trees, rocks, etc). what it does do, though, is modify the terrain (both geometry and textures), place water, interiors, detail objects.. pretty much anything but modeling type stuff.