Author Topic: Foilage is indestructable!  (Read 1211 times)

Offline Easyscor

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Foilage is indestructable!
« Reply #30 on: July 07, 2005, 09:07:28 PM »
Thanks asw - if nearly all the basic tree objects are the same, one of two, wouldn't that lighten the load on the players FE?  Then my thinking is the HTC server would be doing the work of tracking the individual trees as field objects and so long as the total count of objects stays below the maximum it should work.  If the load is too great for the server, then we'd cut down on the number of hedge rows but it'd make for a nice ETO feature, or on kanttori's Fin Russia terrain.
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Offline detch01

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Foilage is indestructable!
« Reply #31 on: July 07, 2005, 10:04:25 PM »
Sorry - I have to give you a two-part answer: first,  the short answer on the loading of a player's fe - you're essentially correct. Each of the polygons still have to get drawn on the screen. You'd save on video memory with using the one or two texture files on more polys but the polys still need to be processed and drawn. The front end is where the video crunching is done, regardless of the origin of the instruction to make the change in object state. It makes no difference whether the origin is on another pc or on the particular user's pc, the change instruction will come from the user's processor, based on the latest game-state information on the user's system. That game state information is the current state of the game at the last frame updated and qualified by the last game-state info packet recieved from the server and (maybe, depending on how HTC have written that end of it) the game-state changes initiated on the user's pc since the last frame.
  I can't speak to exactly what the AH server does and doesn't look after because I'm not privy to that information, but it would make sense to me that the AH server is more or less analogous to something like a fedex hub that collects changed-state messages it recieves from each of the pc's connected to it, logs them and collates them, and then transmits the collated changed-state (or game-state) info packages to all the pc's connected to it. Tanslation of those game-state messages happens on the system processor end of a users system so it shouldn't have any on affect on frame rate at all. The AH game server likely only tracks game-state information and only sends out changed-state information.
Anyway, I hope my explanation is both fairly accurate and makes some sense. I don't have access to HTC's methodology so I'm basing my answer on what I've read and found out on my own about building multiplayer twitch games.

Cheers,
asw
« Last Edit: July 07, 2005, 10:11:53 PM by detch01 »
asw
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Offline Easyscor

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Foilage is indestructable!
« Reply #32 on: July 08, 2005, 12:23:16 AM »
Thanks, that's about how I see it too.  Point is, by moving the groups of trees away from the field, you reduce the load on video processing to something similar to being at a base so I think my plan should work well on a ETO map.
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Offline NHawk

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Foilage is indestructable!
« Reply #33 on: July 08, 2005, 06:59:48 AM »
All I can say is Speedtree. Google it. ;)
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Offline hitech

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Foilage is indestructable!
« Reply #34 on: July 09, 2005, 01:31:15 PM »
Easyscors number assessment is correct. Simply the number of total objects prevents damaging trees.


Detch01: Assesment of how our servers function is fairly correct.
But a lot of state information is only retransmited on a "If player is in view" criteria.

As to a 3rd collied critera , I have considered that previously and it might apear at some later time.

HiTech

Offline LivetoDie

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Foilage is indestructable!
« Reply #35 on: July 10, 2005, 02:45:46 PM »
Quote
As to a 3rd collied critera , I have considered that previously and it might apear at some later time.

Thank you for the feedback Hitech. Could you please explain what that means to the uneducated such as myself?
From your response I do sense some kind of a fix for this in the future....and where do I find that book, Gaming Programming for Dummies?

Offline Chilli

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« Reply #36 on: July 11, 2005, 01:43:33 PM »
Not even an "Easter Egg" Hitech?  :p   Several posts here to contemplate ways to reduce the numbers to a doable state.   Heck, it would be worth it IMHO jsut to have one or two prime  hiding places near maprooms, or spawn camps that could be defoiled.  Too many times I have augered into a "treetanium" while trying to kill a gv placed right outside of the maproom.  :confused:

Just for once, I would like to turn the tide on that "treehugger" and drop a bomb on his little cosy cover, and watch him scramble to run for cover when he is suddenly in the open:aok

You don't have to blow up every dang tree in the forest, just a few that count:cool:

But collision modeling is not really a big issue with me.  I think that area is done very well.  :aok  

If the answer is still no, then I must demand that sheep must be brought back!:lol