From: MIGUEL A. B. L. <x51...@fe...> - 2001-01-15 17:51:31
|
> I thought a bit of reducing bandwidth, and came up with this: > Attributes of objects could be divided into three types: > > "primary data" : everything needed to display the object (coordinates, > speed/vector...) > gets transferred as long as "visible" Well, as long as it is on the Perception range. We use Perceptions, that is more generic than vision only. > "static secondary data" > more detailed info on the object that will _never_ change (like Type, GFX > , Number of Attributes etc.) > gets transferred only once and stored in a client-side database > does not have to be in the servers cache Well, I have to agree that make sense to store it and sent only once. But no attribs. Client don't need attribs of objects. > "dynamic secondary data" > more detailed info on the object that changes frequently > it has a time-stamp of the last change (the time-stamp is primary data). > kept in the clients cache and database, only updates of the data are > transferred Yes, it is a great explanation. It could be very useful. Also change the way of things. Client only tell server to do things, and server reply and give perceptions. So when a player see a gem, it says server to get gem, and server reply placing gem at player hands. Then the server don't tell anyone about what player has, unless they explore player object. > Some attributes I thought about: > > ### Density/Volumetric Mass: > to calculate weight and inertia, and whether it floats > on water, if it flies in the air etc. We know volumen, we know weight so we can do it. > ### Hardness > well, how hard it is (sub-type of material?) I think it is called Durability > > ### Aggregate state/viscosity > ethereal, gas, fluid, gel-like, pulpy, solid Shouldn't be part of Material? > ### Innate Magic > how much magical energy it holds Brian has some ideas about this. > > ### Counter > how many people interacted with the object. not necessary, but a nice > feature > statistic-wise. could include the names. I think that a number could be acceptable. But keeping names just scare me... > ### Damage/Shape/Consistency > How much of the original object is left (shiningly new, scratched, damaged, > heavily damaged, crippled, destroyed) Yes. > ### Damaged/Destroyed by: > could be a sub-type of material. > describing what damages it, how hard, and what it turns into if destroyed. > for example: > > [ (OBJECT) DAMAGED BY AMOUNT FINAL OBJECT(S) ] > wooden stick fire | 0.3% per minute | pile of ashes, piece of coal > time | .00000001% per week | dust > woodworm | 1% per worm and day | sawdust > paper sheet water | 5% per minute | nothing > fire | 10 % per sec | pile of ashes > time | 2% per year | dust > sword water | .5% per year | rust > hardness | 1%*(hardn. of other object/hardness) | piece of > metal > small balloon needle | 100%, instantly | piece of rubber, sound > human poison | depends | corpse > weapon | depends | corpse > ABBA music | 10% sanity per song| lunatic NPC > fire | level per turn | ashes, coal, corpse > no oxygen | 100% in 3 minutes | corpse > dragon jaw | lots | blood, body parts > > of course, the formulas could get really complicated, for example if two > swords clash together, damage done to them will depend on how hard the > clash > is (which in turn depends on the type of attack, strength of the fighter, > inertia of the sword (calculated by weight, density, speed), hardness of > the > swords, bluntness of the swords...) A very good idea, and a very complex one. We have to look for a way of doing it. |