General > Feedback

kind of brain storming

(1/5) > >>

raft:
hi,

as a dreamer i am trying to develop a chat system in which you may move around. maybe kind of virtual reality system at very very later phases..

well, after toying with jpct and with helge's valuable helps i am not that far from moving in a 3d world and animating characters according to their state. (walking, dancing etc)

here is what i have: a world description with node groups and nodes as leafs. users and world entities (items etc) can only exist in a node. i assumed nodes as parts (mostly rooms) of a building and node groups as buildings.

to minimize network traffic and hence to increase speed, clients are loaded with users' starting node group and its current state (user positions etc). any movement from node to node (in same group) generates a user moved event to user and a one moved event to users of that node group. moving among node groups requires loading of new group and state. (just like switching levels in an fps)

the idea behind this was to optimize network traffic (download size and game speed). downloading and generating event for all of the world both increases the initial download size and event broadcasting amount.

the mechanism is grounded on this: part of world is serialized to client at the beginning and it is reconstructed identical to server's one at client side as need arrives. (moves at node group or jump from group to group)

i planned all that with the idea of no real time graphics: with at most a static image of the node user is in.

now with a desire to fit graphics to it, i am looking for the best way to integrate it with jpct.

one idea is to map karga's nodes to a jpct world and make no change in karga's node definition. genarate 'user moved in node' events and send them to users of that node.

or use octree nodes or portal sectors mapped to karga nodes (this seems harder to implement. by the way, is there any way to define portals in 3dmax, without the need to define portals externally with exact coordinates ?) of course genarate 'user moved in node' events is necessary again.

or is there a way to define nodes as floating but not static. (position in 3d space with a radius etc.) and still generate user moved events ?

another main problem is either to make it fps like (camera at user's eye) or not (camera around user. adjusting itself's position according to user's position in the current scene)
 
this way or other it comes to problem of network speed and latency. like fps, we need to broadcast every keystroke of user (maybe some optimization is possible) to clients. with outer camera (movement with mouse clicks to destination) it can be implemented with sending only destination point. (say you are moving from one side to other side of a room, like fps it requires lots of movement events (key strokes) to be broadcasted, with outer camera only one event: destination point). does anyone imagine any user friendly way to move with mouse clicks while looking from user's eyes ?

trying to look rationally it seems to chose outer camera and movement with mouse clicks as far more reasonable. but i really wanna it like to be a first person shooter. i am asking myself contsantly, which is the point of optimal trade off ?

well thats are the main questions to answer before going any further. i am open to and in fact looking for any smart and/or efficient ideas.


--- Code: ---r a f t
--- End code ---

maybe it's best to try both and see what   :?:

EgonOlsen:
Whatever you do: Don't consider to use portals for it. It's a real pain to place them and support for them, while still being in jPCT, hasn't been tested for a long time now. Simply because nobody (including me) uses them. If you want spatial subdivision, use octrees. They are much easier to handle.
Concerning the rest of your post, maybe you should ask rolz about these things. He has a cool server based multiplayer game in the works. Check it out in the projects section of this board (if you haven't already). It's called technopolis.


--- Quote ---
trying to look rationally it seems to chose outer camera and movement with mouse clicks as far more reasonable.
--- End quote ---

I think that too. Making this in first person would most likely look and feel very sluggish.

raft:
no, stupid enough i didnt have a look at projects page at forum. only at jpct home page

there seems to be a hidden treasure there  :D

--- Code: ---r a f t
--- End code ---

raft:
i have a two roomed world (each an object3d) with a door or tunnel combining the two rooms. i created an octree from each, assigned the octree to room and turned on collision detection for octree.

i assumed while going through the door a collision will be detected. but it didnt. why ? or doesnt it work that way ? if there isnt a polygon there, you cannot collide it.

if so, how can i implement such a door mechanism. i want to be notified when something passes there but i dont want that something changes its movement.

can i disable camera/object sliding in case of a collision ? in both ways: it shouldnt slide but stop and it will go into collision target.


--- Code: ---r a f t
--- End code ---

rolz:
Hey raft,

The general idea about optimizing server performance and network throughtput is in keeping server-side objects as much lightweight as possible.

I'd suggest to start with a simple model and add features as required.


--- Code: ---
class Map implements Serializable{
Vector players;
}

class Player implements Serializable {
String name;
Point location;
float rotation;

String modelName;
String textureName;
}


--- End code ---

Navigation

[0] Message Index

[#] Next page

Go to full version