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About MrSandman666

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  1. scenegraph for a very specific application

    Yes, it's MMO and no, we won't be streaming vertex data. The actual media is stored client-side, just the structural info is stored server-side. Maybe terrain, too... but any complex meshes, textures, etc. will be stored on the client and yes they will be precalculated. And the changes have to be available _real_ fast! Either that or we preload so far that we have time to actually do some precalculating and then swap the world model on the fly (which will be quite a hard thing to do, especially memory-wise). BTW: With precalculated I mean things like geometry splitting the way it is done in most - if not all - binary tree formats. Of course lightmaps and things like that will also be prerendered by our artists...
  2. scenegraph for a very specific application

    Thanks for the answers so far! Currently reading that article on Dungeon Siege. I actually forgot one requirement: The world data is streamed from a server and might change dynamicaly so it can not be precompiled! Oh yea, as of now I don't have *any* money to spend on this. Maybe we'll find sponsors in the future, maybe not. So I better don't count on it...
  3. Hello guys... I'm currently confronted with a pretty tricky problem (at least for me it's tricky9. My team is developing a game which has very specific requirements when it comes to scene rendering. I'm looking for an algorithm (quadtree, octree, ABT, something completely new...) We have a huge world to render so it's out of question to have all the data in memory all the time, thus we have to add and remove scene nodes all the time, depending on player movement. Since this will happen very often it needs to be a cheap operation to add or remove geometry. The world should be continous. This means no "Loading..." screens. Except for maybe the initial one upon entering the game. We have mixed indoor and outdoor geometry. I should be able to stand in the tower of a castle, look outside and fire an arrow out the window to the guy standing on the hill right behind the castle walls. I should also be able to stand inside a house and shoot an arrow through the window at the guy standing in the other house across the road. The outdoor visibility needs to be pretty far. Flying will also be possible so large stretches of land can be seen (of course we'll implement LOD in some shape or form so that far away things are reduced or omitted completely). A nice bonus feature would be deformable geometry so you can shoot holes in walls and dig tunnels and all that but that's not a must. (Though it would be extremely good!) Then again I don't know whether this actually has anything to do with the scenegraph algorithm at all... The world data is stored in a semantics based tree (the apple is a child of the bowl is a child of the table is a child of the house is a child of the district is a child of the city is a child of...). Yea, that's about it. Is this achievable? Is this even reasonable? Has it been done before? How can it be done? I hope I have expressed myself clearly enough... If not: ask! Oh, and please be gentle... I'm kinda new to all this... Thanks a lot in advance!
  4. how to handle complex item templates

    Ok, this is slowly beginning to assume some form in my mind... Just to clarify: I have several different item classes. These classes have hardcoded properties (rating, memoryusage, etc.). These Properties have rules attached to them. These rules are not hardcoded, as they are to be entered at runtime. The properties are also not hardcoded for the same reason. Example: A program has the properties rating, memoryusage and cost. Rating doesn't have a rule associated. memoryusage has the rule "20 *rating +50" and cost has the rule "100 * rating" I want to buy the program at rating 6, so it would cost me 600$ and use 170 MB. A different program will have the same properties but completely different rules for calculating cost and memoryusage. The idea I have now is to use the very same classes I use for storing data in the character but store the rules instead of the values. Since the application is not time critical (this won't be a realtime game) and the calculations aren't really that expensive, I can easily do the calculations every time I need to get the concrete value. So, the rating is essentially the only property that never has a rule associated (only a max value) and that is always write enabled by the player since he has to decide at wich rating he will buy the item. I'm still not too clear about the rules though. Right now I would think that I need to store the rules as strings and implement a simple scripting engine but I really don't want to do that if I can avoid it.
  5. Hi everybody! I'm currently writing a program that will be used to maintain a "world database" for an RPG. This means that it will contain lots of items of different types (weapons, armor, vehicles, computers, programs, etc). These items sometimes have pretty complex properties. (example: "cost = 2 * rating" or "memoryusage = 200 * rating + 50") These properties can depend on a lot more things than just a "rating" but I don't wanna get into specifics of the game since that doesn't help much with the problem at hand. The datastructure for the player character is already complete, so I can create instances for each item and save them in the character. The problem is that I need to define rules for the items' properties. I don't want to hardcode them. The effort would be ridiculous and I would probably get into licensing problems. So I need a flexible way to store these "rules" or "templates". It should be easy to use even for people who don't know much about computers, so it should be able to be fed from some nice gui forms and possibly without a hard-to-learn scripting language (I'm not too eager to write my own interpreter either). So, any ideas or suggestions are welcome. Thanks a lot in advance!
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