Re: [Plib-users] Loading geometry information
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From: Sam S. <sa...@sp...> - 2001-06-10 23:30:38
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----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Sunday, June 10, 2001 11:44 AM Subject: Re: [Plib-users] Loading geometry information > Ben Woodhead wrote: > > > Is it possible to send geometry information without using a model > > loader. > > You can *create* geometry without a loader - yes. > > > I would like to send the model information across a network > > using worldforge. > > I don't know much about worldforge. Generally, to sent something > over a network, you have to convert it to a neutral format - and > probably the best way to do that would be to save it to disk and > transmit the file across the net...but it depends a LOT on how > much generality you need and the volume and speed of data you expect > to send. Hmmm.. I saw a library on sorceforge that could send model information over a network - I think it had it's own (basic) scenegraph library as well. If I remember correctly it could do model deformation as well. I'll see if I can dig out the homepage for ya. But, aside from using that library, it quite a task to do. If I were you I'd do like Steve suggests pick a compact (or easily compressable) file-format - perhaps write your own ssg exporter. You can send this file to the clients along with a GUID of some type to reference it. What you do also depends if you intend on sending models only when a client connects, or if you want to be sending them at other times as well (ie. during gameplay). (If it's the later you'll need some way - or WorldForge will - to prioritze data streams so you don't flood connections). If you are also using a LOD system for your models (with seperate meshes), you can send the low-detail ones first so the client should always have something to display. For a worst case situation keep the most basic meshes very very simple (ie. a rectangle, or a sphere - use ssgAux's shapes to describe them and you can keep the file sizes down a lot). But if you want to do more complex stuff (deformation of vertex meshes etc.), then it's a LOT more work. Sam |