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December 2011 Archives

December 1, 2011

landscape5.png

landscape5.png

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abandonedcar1.png

abandonedcar1.png

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sodhouse.png

sodhouse.png

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merchantstand.png

merchantstand.png

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plasticbottle.png

plasticbottle.png

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December 3, 2011

A world of images

Early on we decided that having a procedural world would provide us the best framework for crafting something on an MMO-scale within a year with only three people. Of course, being procedural brings upon many other problems, especially in a network game. Can you trust clients to generate the world for you? If no, then you server has a lot more work on its hands as it not only has to serve new landscape chunks to clients but generate new ones as players expand beyond the boundaries of the pre-generated world. Beyond the generation of the terrain comes the transport layer, or how the information will be passed on to the clients. Simply saving the terrain in a 3D file format, like an .obj, would be fairly expensive due to their relatively large size of such file formats. Even if compressed to "only" 400kb sending those files to a large number of clients would become a bottle neck real quick, requiring the server to have a lot of bandwidth.

Our solution to all these challenges? Images!

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December 5, 2011

fence1.png

fence1.png

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Powerlines.png

Powerlines.png

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ruinedbuilding1.png

ruinedbuilding1.png

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ruinedhouse1.png

ruinedhouse1.png

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transmissiontower.png

transmissiontower.png

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warehouse.png

warehouse.png

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signs.png

signs.png

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December 12, 2011

Broken World Tile Editor Part 1

Networking Demo

Tile Editor Part 2

Tile Editor Part 3

Tile Editor Part 4

December 13, 2011

landscape6.png

landscape6.png

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landscape7.png

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landscape8.png

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landscape9.jpg

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landscape10.jpg

landscape10.jpg

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