From: Gary L. <Ult...@gm...> - 2007-06-14 00:39:20
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If you would like to generate random shapes by the client you should make sure that thouse generated asteroids are being synchronized with the other clients (position, shape, amount of ice/metal/other ores ...) or just let a game server do the generation work. Either way we would have the problem that thouse asteroids never move/fly around with velocity but still change position from time to time if they are beeing generated again. I would prefer to generate random asteroids and random postions but then make the result of the generator fix. So that the asteroid positions can be saved in a xml file and doesn't need to be synchronized or regenerated anymore. There was no regenerator in Jumpgate either. Anyway ... if you prefer generating random shapes with an other application but blender (it takes quite some time to generate 10 asteroids with blender even if you use the random asteroid generator I uploaded lately) you would probably also run into a dead line like I did. Before I created the blender-generator I tried to write a script to make the calculations but I threw in the towel after 4 or 5 hours with no success. I figured out that simply moving the vertices with a random value is not sufficient. You would need to move vertices randomly on a mesh of lets say 20 or 30 vertices and after it make a smooth subsurface division by using Catmull-Clarks algorithm. But actually I failed at an earlier step in writing the script. Regards, Gary Spom wrote: > Am Mittwoch, 13. Juni 2007 12:11 schrieb eGore: > > random amount, position and orientation should be not that problem, its easy > to administrate by the server. Of course there should some "no go" areas for > astros the between the gates. > Randomizing the shape of the asteroid is a litte bit more complicated, so we > have to define a couple of "randomization parameters" and sophisticated rules > to calculate the shape. > The server generates a small pack of that parameters (maybee: size of semi > axis, some lokal concave/convex points etc.) and the client calculates the > shape. > > I like this idea to fill some larger asteroids fields with some trivia. > Anyway, the static major asteriods, the eye catcher, still should hand made. > > Regards, > Ca > >> Hi list, >> >> would it make sense to auto generate asteroids within the game and not >> within blender? I think some static asteroids should be generated once and >> kept. But having sectors with random generated asteroids at random >> positions would be fun. >> >> Any thoughts? >> >> Regards, >> Christoph > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |