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old important Re: Stranded III Dev. Blog - Comments

Assassin moder
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@for everyone who want something

STOP ASKING - that don't make development faster.
STOP REQUIRING - that don't make things important and required in game by @user DC:

Just wait and look up for new Dev-Blog entry.

old Re: Stranded III Dev. Blog - Comments

Starkkz
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@user DC: Will maps allow players/objects to stand in negative vectors? (where the center of the map is the vector (0, 0, 0) ). It could help on making four times bigger maps, if I'm not wrong.

old Re: Stranded III Dev. Blog - Comments

Nova
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vector(0,0,0)? Wouldn't that be a point(0,0,0)?


The size constrictions of Stranded II maps has nothing to do with positive or negative numbers, ist just a simple performance factor. Stranded II keeps every object in memory, even of the other side of the map. There's no internal problem with maps bigger than 256*256. (As far as I know, a modified source code from user Mc Leaf has maps up to 1024*1024.)

old Re: Stranded III Dev. Blog - Comments

Starkkz
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@user Nova: It being negative makes it better, instead of having vectors from (0, 0, 0) to (256^2, 256^2, 256^2) it would be like from (-256^2, -256^2, -256^2) to (256^2, 256^2, 256^2). (Four times the same size because it goes down, left and right)

old Re: Stranded III Dev. Blog - Comments

DannyDeth
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@user Starkkz:
Given that the map remains under the accuracy limit for whichever floating-point precision DC uses, there is absolutely no performance factor for using negative space. If S3's islands are more than a few km across, I would be surprised.

old Re: Stranded III Dev. Blog - Comments

Starkkz
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Well, another amazing idea could be that the value size limit for the vectors was adjusted to the map size, say you have a 256*256 map, the server would have to send 2 bytes for each position in the vector (X,Y,Z) (That's 6 bytes in total), in case that you have a bigger map, it has to use 3-4-5 bytes and so on (This limit would have to be sent to the client when it joins to the game server).

old Re: Stranded III Dev. Blog - Comments

DannyDeth
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Starkkz, I honestly think you are getting a bit too finicky over these little details. Sending variable length data is not worth those tiny savings in data transfer, since you have to do extra computation at both ends. Easier just to transfer IEEE floats, which are fixed width and will work on pretty much any architecture.

old Re: Stranded III Dev. Blog - Comments

Starkkz
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@user Jawohl: Well, if the vehicles and the items worked as client-side and server-side the same time they could be synchronized to work with Lua somehow, we'd be able to make them from our own and upload them to the File Archive.

old Re: Stranded III Dev. Blog - Comments

DC
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Correct. You don't need Unity for it. It's true that there is a Unity Webplayer Plugin but Stranded III will be a stand alone game which does not require any extra software.

old Re: Stranded III Dev. Blog - Comments

Greenhawk
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@user DC: Unity 3D is great software. Maybe for another game you can use unreal 4 or cryengine. The only problem is the cost and their custom code
edited 1×, last 23.04.14 01:54:15 am

old Re: Stranded III Dev. Blog - Comments

DC
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You are saying that Unity3D is great and one sentence later you suggest to switch to another engine? This doesn't make much sense.
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