Timeline for How can I stream only the visible layer of objects?
Current License: CC BY-SA 3.0
18 events
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| Oct 14, 2016 at 8:52 | history | tweeted | twitter.com/StackGameDev/status/786852140513914880 | ||
| Oct 14, 2016 at 3:45 | comment | added | CLo |
@CoreyIles Sorry for the misunderstanding. There are a lot of misused game-design tags and I've been trying to fix those and find appropriate retags. What I understood from a quick pass of the question was more about culling a view space, that's why I suggested graphics.
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| Oct 13, 2016 at 21:56 | comment | added | Corey Iles | Well, replacing it with the [graphics-programming] tag is 20 times worse than removing it. I'd still like this to be answered. | |
| Oct 13, 2016 at 20:55 | history | edited | Jesse Dorsey |
edited tags
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| Oct 13, 2016 at 20:55 | comment | added | Jesse Dorsey | @CoreyIles The [game-design] tag is for QA around the creation and balancing of systems and mechanics. Not directly programming. I do agree that this isn't related to graphics-programming though. | |
| Oct 13, 2016 at 20:54 | history | rollback | Jesse Dorsey |
Rollback to Revision 2
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| Oct 13, 2016 at 20:50 | history | edited | Corey Iles |
Change tag back, mine was correct.
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| Oct 13, 2016 at 20:50 | comment | added | Corey Iles | @Chris: This is not a graphics programming question. My system has absolutely nothing to do with graphics. In fact, graphics don't need to be considered at all! | |
| S Oct 12, 2016 at 19:11 | history | suggested | CLo |
Replaced Game-Design with graphics-programming
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| Oct 12, 2016 at 17:46 | review | Suggested edits | |||
| S Oct 12, 2016 at 19:11 | |||||
| Sep 12, 2015 at 18:39 | comment | added | Corey Iles | No, I don't think you are understanding my point. The objects are completely handled only by the server. The server tells the players the object position when the player is in the objects range, the server then completely removes the object from the player when the player moves out of range. That is repeated every time the player moves in and out of range of each object. It is nothing like what you were saying. | |
| Sep 12, 2015 at 17:35 | comment | added | Sean Middleditch | I understand this is an online game and I think you're entirely missing my point, but comments aren't a good fit for extended conversation. Good luck with your game. :) | |
| Sep 11, 2015 at 21:47 | comment | added | Corey Iles | No, this isn't a minecraft-like game where the clients stream their own objects client-sidedly. All objects are handled by the server and each object's position is sent in packets to the clients. | |
| Sep 10, 2015 at 20:26 | comment | added | Sean Middleditch | Lag is irrelevant, as is the server being authoritative. If the server is generating a terrain from integer seed S and chunk location X,Y then the client can generate the exact same terrain from the exact same S, X, and Y. Thus all you need to stream are those three numbers. Obviously that only works if the terrain is not (highly) mutable after generation; you should clarify in your question what your actual constraints and needs are for this terrain. | |
| Sep 10, 2015 at 11:39 | comment | added | Corey Iles | Well I can't let the client stream them, everything needs to be server-sided. The clients lag is on their own hands (they won't lag unless they have a VERY bad set of specs). | |
| Sep 9, 2015 at 1:44 | comment | added | Sean Middleditch | Are the cubes modifiable? If not, can you just stream down the seed and let the client recreate the terrain? | |
| Sep 9, 2015 at 0:57 | review | First posts | |||
| Sep 9, 2015 at 3:14 | |||||
| Sep 9, 2015 at 0:55 | history | asked | Corey Iles | CC BY-SA 3.0 |