[MUD-Dev] DGN/TECH: Implementing server side spatial partitioning

William Leader leader at k2wrpg.org
Fri Oct 1 01:54:09 CEST 2004


"Alistair Milne" <krug at krug.org.uk> wrote:

> The problem with this LOS calculation is that when an player moves
> so that an object appears around a corner, for the first few
> frames it will be invisible until the LOS server catches-up with
> where the player is located and starts sending the new object with
> the update packets.  This "pop-in" is exactly why servers send too
> much information, so that the client can fill-in the gaps and keep
> the graphical experience consistent.

Yeah thats the sort of problem I hadn't thought of. Most players
wouldn't tolerated that sort of behavior and would probably precieve
it as chronic lag, thereby lowering preceptions about they game. I
don't see a solution to that off the top of my head. But who know
something might come up in my Sleep.

"John Buehler" <johnbue at msn.com> wrote:

> And for those looking for something for the client machine to do,
> there's the whole task of keeping track of what the client has
> ever seen from the server.  That can be tackled both for both
> short-term and long-term objects.

> If my character walked through a door into a room, the client
> could record the appearance of everything in that room.  The next
> time my character returns to the vicinity of that door (or simply
> want to mentally review the contents) the client can show the
> contents.  Perhaps they are shown in a faded color and/or with
> translucency to indicate how old the memory is.

Even if this wasn't integrated into the client I would imagine tools
would appear to do it, Honestly I don't really have a problem with
it, because it doesn't provided the player with information that
they wouldn't realistically have. What such a tool would provide, is
more along the lines of an elephant's memory. However in terms of
abuse, this is better than the current way of doing
things. Currently abusive players can know what IS there without
seeing it, as apposed to what WAS there last time they saw it.

I do like the fading idea, that could add an interesting game
mechanic elsewhere.  In realistic terms out mind plays tricks on us,
we see things that aren't there, or are unsure of what we saw. So by
using faded things we could suggest to players an uncertainty about
what they are being shown. Is there a mugger in that alley or did my
character imagine it? Did a Big Nasty Monster tm sneak around the
parties rear or is that the confusion of battle? Of course this is a
whole other thread...

-Will
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