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 Thinking about time and procedural objects...

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piranha9
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piranha9


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PostSubject: Thinking about time and procedural objects...   Thinking about time and procedural objects... EmptyMon 24 Dec - 11:52

Hey,

I'm just curious about how to implement those two things into multiverse (if not implemented already and overseen by me).

Regarding time, and associated things like day/night cycle or scheduled routines for npcs, this should be fairly simple in my current understanding.
A simple timer event in the server which throws out a message periodically, like every second, calling a function which updates the rotation/color of the light,or assigns a new command from a timetable to a npc.
Of course you would need synchronisation between client and server and stuff, but it sounds quiet easy in the first place.
Or am I missing some serious stuff here?

Second, the procedural object generation/modification seems to be far more complicated, not sure if its even possible.
I haven't found any hints on altering objects on vertex level or even creating completly new objects during runtime yet.
Is this supported in any way?
Also, I guess the server has to update its asset repository by itself somehow to include these new generated objects and make them available to others.
Thinking about this, I can see only lots of exploding brains in my mind...

So, has anyone had some thoughts into that direction or ideas how to realize this?
I am not looking for code here (although this would be awesome Wink), just some general thoughts.

Thanks for your time!
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rotello
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PostSubject: Re: Thinking about time and procedural objects...   Thinking about time and procedural objects... EmptyTue 25 Dec - 19:10

I agree. Time or day/night cycle is really a 'must have' feature for a realistic theme mmo game/rpg, and we're also planning to integrate one too. I think the first thing to do is implement a world timer or clock and we're trying to build one just for testing.

Also, some info on the wiki relating to this:

http://www.multiversemmo.com/site/w/index.php/Scheduled_Execution

I hope this is a good start.
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piranha9
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PostSubject: Re: Thinking about time and procedural objects...   Thinking about time and procedural objects... EmptyTue 25 Dec - 22:57

rotello wrote:
I agree. Time or day/night cycle is really a 'must have' feature for a realistic theme mmo game/rpg, and we're also planning to integrate one too. I think the first thing to do is implement a world timer or clock and we're trying to build one just for testing.

Also, some info on the wiki relating to this:

http://www.multiversemmo.com/site/w/index.php/Scheduled_Execution

I hope this is a good start.

Wow, yes, i think that is a perfect start Wink thanks for pointing me to that!
unfortunatly i'm not home till new year so i won't be able to do some coding, but i will get into this as soon as possible.
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Delurin
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PostSubject: Re: Thinking about time and procedural objects...   Thinking about time and procedural objects... EmptyThu 27 Dec - 7:09

Creating objects dynamically depends on whether it is server side or client side
Client side is easy you can create a new object using the WorldObject.WorldObject code to spawn a new object. But only that client sees the object and it is not synchronized between clients


Server side is a little more complicated but not insanely so. I think you would be better off modifying the code that is used in the instance_load to spawn objects.

I may have misread what you are trying to do. I thought you meant display existing objects. If you instead meant modifying and display a brand new object there is currently no structure in place to do that. It would most likely require you to modify the Axiom code in order to modify it. You might be able to look at the multiverse import code to get a rough understanding of how to deal with it but I havent done anything with modifying object at that level.
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piranha9
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PostSubject: Re: Thinking about time and procedural objects...   Thinking about time and procedural objects... EmptyThu 27 Dec - 22:04

Yes, I actually thought of something like this:

You are running around in the world and you have somekind of building item. When using it, you can place a dummy object, probably just a cube, in the world. By clicking on that placed cube, a building menu comes up where you can create a new building, which is not a premade object, but a proceduraly generated one.
So you can change some parameters to get different looks.

On the server side, it is still that cube, but filled with the function parameters for the creation method. So the real object is only created on the client, which just exchanges the mesh data (and what else is needed) from the cube with the proceduraly created one.

But to do that, I'll need access to the vertex and mapping data of that cube. Also collision needs to be changed, which could be tricky, too.
So I probably have to do all the creation suff in the Axiom code and make it accessible through Python, not sure how complicated that will be..

Hmm.. a lot to do for the next year, but I love challenges Smile
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