Is there a way to make a multiplayer world "loop" ?
by Kyrah Abattoir · in Torque 3D Professional · 08/31/2010 (8:07 am) · 23 replies
Hello everyone, I was wondering if someone figured some way to make, in a multiplayer setting, the game world "loop", and by doing so, give the illusion of a spherical game world.
From a singleplayer point of view i can "vaguely" see how to make it work (a couple of teleport trigger zones and a map that repeat itself on a 3x3 grid), but how would you do it so it work in multiplayer?
Some kind of ghosting?
From a singleplayer point of view i can "vaguely" see how to make it work (a couple of teleport trigger zones and a map that repeat itself on a 3x3 grid), but how would you do it so it work in multiplayer?
Some kind of ghosting?
About the author
3D artist, programmer, game designer, jack of all trades, master of none.
#22
05/29/2011 (7:09 am)
Quote:No. That wasn't even feasible in TGE/Tribes -- not in the manner in which "looping" is discussed here. TGE/Tribes simply repeated the terrain ad infinitum. If any looping went on it was a programmed warping/teleporting of the player upon reaching a certain boundary, usually Triggers or MissionArea that however is feasible.
what if it looped like TGE/Tribes? Is that feasible in T3D?
Quote:That would be the spherical terrains by Bill Vee, mentioned in his Day of War blogs. They were originally made using Atlas terrains in TGEa. At one point he mentioned creating a new terrain system that theoretically could be compatible with Torque3D.
someone has made globular terrains
#23
What I catch is that i need to maintain the seam information on 2 server and have one acting as the master and second one is passive.
By duplicating and ghosting, The cell server can simulate as normal.
Does someone made something similar?
Is there any serialisation of object in T3D?
I will dive in the code during the next 2 weeks so I may come back with some questions.
Thanks!
05/30/2011 (5:07 am)
Not totally in the topic but not so far; I m looking in try to move the server part to a seamless world. It s not so far than doing a round map! What I catch is that i need to maintain the seam information on 2 server and have one acting as the master and second one is passive.
By duplicating and ghosting, The cell server can simulate as normal.
Does someone made something similar?
Is there any serialisation of object in T3D?
I will dive in the code during the next 2 weeks so I may come back with some questions.
Thanks!
Torque Owner Kyrah Abattoir
KDC
Or through a hack where the static geometries are duplicated on the other side of the game world edge and the dynamic entities that are closer than X units of the border are ghosted on the other side.