<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: Wild idea.. :) --> <!--X-From-R13: Pra Uerrne <terrneNploreuvtujnl.arg> --> <!--X-Date: Thu, 3 Sep 1998 22:30:11 -0700 --> <!--X-Message-Id: Pine.LNX.3.96.980903221637.20295C-100000#shamen,cyberhighway.net --> <!--X-Content-Type: text/plain --> <!--X-Reference: 19980903112259.B15013#flagstaff,Princeton.EDU --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: Wild idea.. :)</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:greear#cyberhighway,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00940.html">Previous</a> | <a href="msg00942.html">Next</a> ] Thread: [ <a href="msg00929.html">Previous</a> | <a href="msg00953.html">Next</a> ] Index: [ <A HREF="author.html#00941">Author</A> | <A HREF="#00941">Date</A> | <A HREF="thread.html#00941">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: Wild idea.. :)</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: Wild idea.. :)</LI> <LI><em>From</em>: Ben Greear <<A HREF="mailto:greear#cyberhighway,net">greear#cyberhighway,net</A>></LI> <LI><em>Date</em>: Thu, 3 Sep 1998 22:26:49 -0700 (MST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Thu, 3 Sep 1998, Adam J. Thornton wrote: > On Wed, Sep 02, 1998 at 11:05:38PM -0700, Caliban Tiresias Darklock wrote: > > On 09:41 PM 9/2/98 -0700, I personally witnessed Ben Greear jumping up to say: > > >So, who here is considering writing a server that talks (only) > > >with a graphical client. And not just a web browser. I'm talking > > >fully 3-d rendering with all the assembly (or whatever) that goes > > >with it. > > It might be really cool to do a graphical/text client. Something where you > > can have a text mode interface *and* a graphical interface. I'd like that a > > lot. I'd be really impressed by it. I'd jump from mode to mode depending on > > what I was doing. Hanging around chatting, use text mode. Exploring, use > > isomorphic. Fighting, use first person. That would rock. > > I don't know if I'll ever be able to get it to work, but this is basically > what I'm doing with my model (by the way, the multiprocess/multithread > model is working beautifully with domain sockets now, although I had to > write a protocol to keep trying to sendmsg()/recvmsg() the open inet socket > descriptor, since it fails around 80% of the time, even when the sockets on > both ends are open (I think because the threading causes signals, and > that blows away the syscall, so it has to keep trying until it gets > lucky; eventually, I may mask the signals but I haven't thought through the > implications of turning off threading (in effect) in the fd distributor > code, so I'm not going to do that any time soon, since it works acceptably > now)). That 80% sounds like it could kill you if you were running under any kind of volume...but thats just a guess. > > I have no plans to do 1st person because it's just too hard, but text and > tile-based graphics are planned to be two of the interface options. The > idea is that the client and server will negotiate what is supported > (graphics--if so, what resolution and depth?, text, what sound > formats,speed of connection,whether to take longer and get the resource > data right or just fake it with generic equivalents if the download takes > too long, etc.) and the client can change its preferences at any point. I think it would be easier to do first person. Let the computer calculate the layout from a few, rather simple, equations (velocity, time, accelleration, and possible delta-acceleration if you really want to be fancy). Tiles limit you to a finite universe. Auto (and manual) generation of objects based on primitive shapes (triangles + textures) could be almost infinite, especially when you realize you can place them in any possible arangement. > > Since the actual room data is one data stream, and the description > resources are a second, this will be easy to do. This will also let the > description resources live closer to the client than the room data. Yes, I like that idea a lot...cache as much as possible on the local HD/CD-rom/DVD-ROM/1-gig Ram-disk/whatever! > > All along I've been planning a multiple-server model, where each city (this > would be assuming that I get more than, say, 500 people to play, ever) gets > its own server; handoffs between them are pretty easy. It does mean that I > need a master server that contains pointers to each city server and holds > game-wide unique data (players, basically: their object tree of possessions > gets copied when they move between servers, but you need to have a central > point of first contact on login that remembers where your character is, > marks it as "checked out", and places it in the correct city if it isn't > there already); this in practice probably should be at least two mirrored > servers running in a failover configuration, since if they crash the whole > game is screwed, although you could reconstruct much player data from the > individual servers' object trees. One issue I was working on: each object must have a unique identifier across the entire universe of servers. This is for permanent storage problems, ie DB key, however you do your DB. I will use a unique ID for each server, and increment a 64 bit number on the server itself. If it wraps..well, then the game is over, big bang kinda thing! :) > > Adam > -- > adam#princeton,edu > "There's a border to somewhere waiting, and a tank full of time." - J. Steinman > > -- > MUD-Dev: Advancing an unrealised future. > Ben Greear (greear#cyberhighway,net) <A HREF="http://www.primenet.com/~greear">http://www.primenet.com/~greear</A> Author of ScryMUD: mud.primenet.com 4444 <A HREF="http://www.primenet.com/~greear/ScryMUD/scry.html">http://www.primenet.com/~greear/ScryMUD/scry.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00953" HREF="msg00953.html">[MUD-Dev] Re: Wild idea.. :)</A></strong> <ul compact><li><em>From:</em> Vadim Tkachenko <vt#freehold,crocodile.org></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00929" HREF="msg00929.html">[MUD-Dev] Re: Wild idea.. :)</A></STRONG> <UL><LI><EM>From:</EM> "Adam J. Thornton" <adam#phoenix,Princeton.EDU></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00940.html">[MUD-Dev] Re: Wild idea.. :)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00942.html">[MUD-Dev] Re: Wild idea.. :)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00929.html">[MUD-Dev] Re: Wild idea.. :)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00953.html">[MUD-Dev] Re: Wild idea.. :)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00941"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00941"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Wild idea.. :)</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00938" HREF="msg00938.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 04 Sep 1998, 04:14 GMT <UL> <LI><strong><A NAME="00946" HREF="msg00946.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 04 Sep 1998, 18:54 GMT </LI> </UL> </LI> </ul> <LI><strong><A NAME="00923" HREF="msg00923.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 03 Sep 1998, 06:07 GMT <UL> <LI><strong><A NAME="00929" HREF="msg00929.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 03 Sep 1998, 15:23 GMT <UL> <LI><strong><A NAME="00941" HREF="msg00941.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 04 Sep 1998, 05:30 GMT <UL> <LI><strong><A NAME="00953" HREF="msg00953.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 05 Sep 1998, 01:23 GMT <UL> <LI><strong><A NAME="00959" HREF="msg00959.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 05 Sep 1998, 03:35 GMT <UL> <LI><strong><A NAME="00960" HREF="msg00960.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 05 Sep 1998, 04:06 GMT <UL> <LI><strong><A NAME="00961" HREF="msg00961.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 05 Sep 1998, 05:59 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>