arianne-devel

 [Arianne-devel] Talk about floor design... terrain and stuff... From: - 2002-08-27 14:51:14 ```We need to find a way to represent the terrain / floor on the server and the client... We need to discuss that. The old way was to have 3D meshes that represent the floor and then tile them together to form the bottom of the world, so every floor tile (must not be square) would be an object. K, that wont work, I am almost sure of that. Question is what else to use? CS uses a height function to show terrain... its one of their three terrain engines. The other two are alpha right now, which means not working. I think formulas would be perfect for us. Because: 1) The server needs to be able to track terrain collision information, which means we either need to implement a 3D terrain engine in the server or find another way to do object / terrain collision detection. Of course a bounding box check wont work for terrain, it must be polygon based on height map based. 2) A formula is easy to send over from the server to the client. Please reply! ```
 Re: [Arianne-devel] Talk about floor design... terrain and stuff... From: Waba - 2002-08-27 16:58:45 ```On Tue, 27 Aug 2002 16:52:00 +0200 Minime_Phantom@... (SkyFlash) wrote: > CS uses a height function to show terrain... its one of their three > terrain engines. > The other two are alpha right now, which means not working. > > I think formulas would be perfect for us. Because: > But what about digging ? Unless of course the function is in its C meaning, so we can put in it "exceptions" (so, terrain suddenly lower) in a still effective way. Waba -- [www.ebb.org/ungeek] GCS/IT d-- a--- C++++ ULVB++++ P+++ L+++\$>++++\$ R+ E---(-) W+(-) N+(++) w---(--) PE(--) PGP+ tv-- b+(+++) D++ h* r-- y? ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en français ! Yahoo! Mail : http://fr.mail.yahoo.com ```
 AW: [Arianne-devel] Talk about floor design... terrain and stuff... From: - 2002-08-27 17:09:33 ```> > CS uses a height function to show terrain... its one of their three > > terrain engines. The other two are alpha right now, which means not > > working. > > > > I think formulas would be perfect for us. Because: > > > But what about digging ? Unless of course the function is in > its C meaning, so we can put in it "exceptions" (so, terrain > suddenly lower) in a still effective way. Lets think about wether we can implement digging when we have terrain :P Ok digging wont be possible with that in the sense that the land changes at that position, however you could allow people to dig and find stuff.... If you want digging so it changes the terrain you need to make the arianne server a fullfledged 3D engine with polygon collision support, and then we have another game, which is not Arianne :P ```
 RE: [Arianne-devel] Talk about floor design... terrain and stuff... From: djaggernaut - 2002-08-27 17:19:54 ```and why not making digging simply an action. So when you dig, you've got only some dirt visually and not a real hole... [KW] Djaggernaut -(atx)- |> -----Message d'origine----- |> De : arianne-devel-admin@... |> [mailto:arianne-devel-admin@...]De la part de SkyFlash |> Envoye : mardi 27 aout 2002 19:10 |> A : arianne-devel@... |> Objet : AW: [Arianne-devel] Talk about floor design... terrain and |> stuff... |> |> |> > > CS uses a height function to show terrain... its one of their three |> > > terrain engines. The other two are alpha right now, which means not |> > > working. |> > > |> > > I think formulas would be perfect for us. Because: |> > > |> > But what about digging ? Unless of course the function is in |> > its C meaning, so we can put in it "exceptions" (so, terrain |> > suddenly lower) in a still effective way. |> |> |> |> Lets think about wether we can implement digging when we have terrain :P |> |> Ok digging wont be possible with that in the sense that the land changes |> at that position, |> however you could allow people to dig and find stuff.... |> |> If you want digging so it changes the terrain you need to make the |> arianne server a fullfledged |> 3D engine with polygon collision support, and then we have another game, |> which is not Arianne :P |> |> |> |> ------------------------------------------------------- |> This sf.net email is sponsored by: OSDN - Tired of that same old |> cell phone? Get a new here for FREE! |> https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 |> _______________________________________________ |> Arianne-devel mailing list |> Arianne-devel@... |> https://lists.sourceforge.net/lists/listinfo/arianne-devel ```
 RE: [Arianne-devel] Talk about floor design... terrain and stuff... From: - 2002-08-27 18:30:25 ```If you use multiple formulas (not alot, but more then one) to define the ground? Have the primary function descriping the ground in its created pristine state, then have subtract/additive/etc functions that vary the original values? So "dig" as in a small hole, sure just have an animation, but a major excavation could be enacted by having a second formula to cause the change in terrain. It could also be bounded, to prevent it being calculated where it will have no effect (or an unwanted one), but then, terrain formula(s) are normally like that, arent they? One formula will define this area (sloping hills) and another for over there (mountains). Although, perhaps depending on the Area sizes, one would do it. I dont know. Wizard Opps, I came out of lurking! --- djaggernaut wrote: > and why not making digging simply an action. > So when you dig, you've got only some dirt visually and not a real > hole... > > [KW] Djaggernaut -(atx)- > > http://digital.yahoo.com.au - Yahoo! Digital How To - Get the best out of your PC! ```
 Re: [Arianne-devel] Talk about floor design... terrain and stuff... From: MIGUEL ANGEL BLANCH LARDIN - 2002-08-28 10:52:44 ```> We need to find a way to represent the terrain / floor on the server and > the client... > > We need to discuss that. The old way was to have 3D meshes that > represent the floor and then tile them together > to form the bottom of the world, so every floor tile (must not be > square) would be an object. The problem is that my idea has not been understood. The key is that tile is very big, really big, and not a tile of the size of a player. Anyway I want you to understand that both systems are the same: z(x,y)=x^2+y^3+1 [ 0 1 1 1 2 ] [ 0 2 1 1 2 ] [ 1 2 3 1 2 ] [ 1 2 2 2 2 ] Object(1,0,0,0,1,2) Object(2,1,0,1,1,1) Object(3,2,0,1,2,2) Object(4,4,0,2,1,4) ... IMO the BEST system is the second one, but the one that fit best with the Arianne code is the Object one, anywaym there is no problem on addopting any other system, the only thing that I ask is that the system is managed by the server, so we don't store it on the client. Please may you explain the formula system? In what it is based? SPLINE? BSPLINE? Regards, Miguel ```
 AW: [Arianne-devel] Talk about floor design... terrain and stuff... From: - 2002-08-28 14:22:33 ```> The problem is that my idea has not been understood. > The key is that tile is very big, really big, and not a tile > of the size of a > player. I understand what you wanna do, but size doesnt matter, its still a fundamental problem to create the terrain using meshes... For example the CS engine is not created to display stuff like that. It will be hell slow at best and not working at all at worst. ```
 Re: [Arianne-devel] Talk about floor design... terrain and stuff... From: Eugen Treise - 2002-08-28 14:29:22 ```MIGUEL ANGEL BLANCH LARDIN wrote: >>We need to find a way to represent the terrain / floor on the server and >>the client... >> >>We need to discuss that. The old way was to have 3D meshes that >>represent the floor and then tile them together >>to form the bottom of the world, so every floor tile (must not be >>square) would be an object. >> >> > >The problem is that my idea has not been understood. >The key is that tile is very big, really big, and not a tile of the size of a >player. > >Anyway I want you to understand that both systems are the same: > >z(x,y)=x^2+y^3+1 > >[ 0 1 1 1 2 ] >[ 0 2 1 1 2 ] >[ 1 2 3 1 2 ] >[ 1 2 2 2 2 ] > >Object(1,0,0,0,1,2) >Object(2,1,0,1,1,1) >Object(3,2,0,1,2,2) >Object(4,4,0,2,1,4) >... > > aha, aha, no idea >IMO the BEST system is the second one, but the one that fit best with the >Arianne code is the Object one, anywaym there is no problem on addopting any >other system, the only thing that I ask is that the system is managed by the >server, so we don't store it on the client. > > >Please may you explain the formula system? In what it is based? SPLINE? BSPLINE? > > As i understand the cs terrain system, you just have to make a formula which computes a height for the given position. This means you have to implement the following function: float GetHeight (float dx, float dy); Here you are free to use everything you want: a heightmap, a simple formula, a spline thing or a 2 dimensional array. Now we need a working example how this terrain mesh is used in cs. Eugen ```
 Re: [Arianne-devel] Talk about floor design... terrain and stuff... From: Gabriel Mazetto - 2002-09-06 22:24:26 Attachments: Message as HTML ```I have here another thing that would be good to be added. Every Sucks MMO= RPG game try's to make a Flying System but all flying systems that i know are= n't good. I would be good if Arianna creates a good and best flying mode to b= e used like by flying animals.=0D =0D Be in mind that we need to set x y and need to create a fly system that's make flying Fast (becouse all fly's at mmorpg games are very lagg) and Sm= oth Think in Flight Simulator, we need to make the fly sytem like Flight Simulator.=0D =0D -------Original Message-------=0D =0D From: arianne-devel@...=0D Date: Wednesday, August 28, 2002 07:57:00=0D To: arianne-devel@...=0D Subject: Re: [Arianne-devel] Talk about floor design... terrain and stuff= =2E..=0D =0D > We need to find a way to represent the terrain / floor on the server an= d=0D > the client...=0D > =0D > We need to discuss that. The old way was to have 3D meshes that=0D > represent the floor and then tile them together=0D > to form the bottom of the world, so every floor tile (must not be=0D > square) would be an object.=0D =0D The problem is that my idea has not been understood.=0D The key is that tile is very big, really big, and not a tile of the size = of a =0D player.=0D =0D Anyway I want you to understand that both systems are the same:=0D =0D z(x,y)=3Dx^2+y^3+1=0D =0D [ 0 1 1 1 2 ]=0D [ 0 2 1 1 2 ]=0D [ 1 2 3 1 2 ]=0D [ 1 2 2 2 2 ]=0D =0D Object(1,0,0,0,1,2)=0D Object(2,1,0,1,1,1)=0D Object(3,2,0,1,2,2)=0D Object(4,4,0,2,1,4)=0D =2E...=0D =0D IMO the BEST system is the second one, but the one that fit best with the= =0D Arianne code is the Object one, anywaym there is no problem on addopting = any =0D other system, the only thing that I ask is that the system is managed by = the =0D server, so we don't store it on the client.=0D =0D =0D Please may you explain the formula system? In what it is based? SPLINE? BSPLINE?=0D =0D Regards,=0D Miguel=0D =0D =0D -------------------------------------------------------=0D This sf.net email is sponsored by: Jabber - The world's fastest growing =0D real-time communications platform! Don't just IM. Build it in! =0D http://www.jabber.com/osdn/xim=0D _______________________________________________=0D Arianne-devel mailing list=0D Arianne-devel@...=0D https://lists.sourceforge.net/lists/listinfo/arianne-devel=0D =0D =2E```