landscape5.png
landscape5.png
« November 2011 | Main | January 2012 » December 2011 ArchivesDecember 1, 2011landscape5.pnglandscape5.png abandonedcar1.pngabandonedcar1.png sodhouse.pngsodhouse.png merchantstand.pngmerchantstand.png plasticbottle.pngplasticbottle.png December 3, 2011A world of imagesEarly 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! December 5, 2011fence1.pngfence1.png Powerlines.pngPowerlines.png ruinedbuilding1.pngruinedbuilding1.png ruinedhouse1.pngruinedhouse1.png transmissiontower.pngtransmissiontower.png warehouse.pngwarehouse.png signs.pngsigns.png December 12, 2011Broken World Tile Editor Part 1Networking DemoTile Editor Part 2Tile Editor Part 3Tile Editor Part 4December 13, 2011landscape6.pnglandscape6.png landscape7.pnglandscape7.png landscape8.pnglandscape8.png landscape9.jpglandscape9.jpg landscape10.jpglandscape10.jpg |