----- Original Message -----
From: "Robert" <pinecone@...>
Sent: Monday, April 28, 2003 8:18 PM
Subject: [Arianne-general] (no subject)
> wowzers. i really have to wonder how you guys got this far and are
> just now discussing the differences between TCP and UDP.
I suspect that most of the network coders know the advantages and
disadvantages of each, but not everyone knows why one is used as opposed to
the other. I think the main issue is whether to use a combo or all of one
or the other, but I gotta admit, I skimmed the thread and replied with my 2
bits skipping over a lot of the debate :)
> i dont have much experiencve with network programming, but i knew
> that stuff. maybe my forum reading to actualt coding time ratio is
> too high. As for the geomipmapping, that is obvious to me, but i
> guess you guys just started the 3d client, so thats understandable.
very little has been done as far as 3D terrain is concerned. Some of us
(ahem, that would be me :) have been out of the loop for a while as far as
graphics technology goes, and have just started getting back into it. I've
written an engine with something similar to geomipmapping, at least from the
polygon-detail angle... I never did finish the texture mapping portion. My
last engine coding was several (I think 5 already) years ago, though.
Kevin had been working on a project using ROAM and sent us a demo to show
what it could do.
> Just out of curiosity, what type of space partitioning are you guys
> using, if any? Well, I think i might be of help on implememnting the
> geomipmapping, because i have done it before.
I doubt any decision has been made for this. I've just started helping out
a month or so ago, myself, so I could be wrong. Quadtrees seem appropriate
for the terrain itself, but I suspect octrees will be necessary for some
surfaces (buildings and the like). Of course BSPs are what I'm most
familiar with, but they won't work with many of the ideas people are
suggesting (flying characters, for instance).
I havent looked at the
> code too much, but last time i tried it wouldnt compile and it seemed
> like there was a class that was completely empty that was causing all
> of the errors.
on what platform? The makefiles were broken last time I checked, but I've
been helping some people troubleshoot through problems to get them fixed.
I'm not sure if any of those fixes are in CVS, yet, though. For MacOSX, an
older project file is available on CVS, and I've got the current one, which
I'll submit for check in as soon as I finish a couple more changes. Windows
Visual C compiled for me on my work machine today, so I don't think any
errors exist in that...
I dont know if that is something you guys messed up
> and fixed. i havent updated cvs since then. well, i hope i will be
> able to help.
> This sf.net email is sponsored by:ThinkGeek
> Welcome to geek heaven.
> Arianne-general mailing list