In UO I think that something like this was implemented. early on
the game got really lagged as more users build houses and put
things in side the house. in one of the patches the designers
talked about how the had stopped accounting for all the things in
a house and lag got much better.
~ Another thing we plan to do is to make heavy use of "container"
~ filtration of collidable objects. For instance, if the character walks
~ past a house, we might test for collision with the house, but not with
~ the table and chairs within it. Also, the notion of "bags" will be
~ necessary to prevent doing silly things like doing collision tests on
~ all the things in your backpack.
~ > I began to think about what would happen if alot of small objects
~ > started to move, like a barrel full of apples falling of the cart and
~ > breaking open sending 50 apples down the street. Checking for collision
~ > even 5m away would be a waste of cycles (unless one of the apples
~ > travels 5m in that direction during one turn). Got an idea how to do it,
~ > but gotta read some more. I've come to the conclusion that with the kind
~ > of worlds we dream about, we can't just plug SOLID in and ask it to
~ > check every moving object in a 100m cube.(unless someone has a beowulf
~ > cluster standing in their bedroom ;)
~ *Nod* Good work investigating this. I would urge you to make this into
~ a whitepaper on this topic, so that when people come to the project in
~ the future and suggest, "Why not just use SOLID???" we have something to
~ point them to, to prove we didn't just pull a Not Invented Here. ;-)
~ Bryce Harrington
~ bryce @ neptune.net
~ General mailing list
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