Monday, May 9, 2011

World coming together

Regions are implimented... and now I have to work on getting the client logged in and a basic form of chatting and interface implimented.  Next step will be getting objects dynamically created, and then the whole client-caching system done.

Sunday, May 8, 2011

Happy Mother's Day

Hey everyone.  Work on the game has been going steady.  Still working on building out the models and the database.  I've decided that SQLite may be a viable option once I get to the point where I'm happy.  We'll see though.

Just wanted to keep you updated.

Tuesday, May 3, 2011

Database work....

After thinking about how I would like to store world/user data, I've decided to go with MySQL.  It will allow people to build their own tools into the game (user account edits, signup, etc).

I am building out the models in the datacore portion of the code, so this may take a few days to get it to the point where I can start streaming the data over the network.  I'll keep ya'll updated.

Monday, May 2, 2011

Apologies...

I know I promised a screenshot, but I hadn't completed what I intended to.  I'll be sure to get one in as soon as possible :)

Saturday, April 30, 2011

Well now...

It looks like I'm going to just go with a sectioned world that is streamed while browsing.

When the client connects, it will send a checksum of objects that are in the world by object id (unique and generated on the server when it is created).  The client will look for any that are not cached currently locally, or that are local and missing from the server (for delete), and then send that list back to the server for what it wants... who will in turn send a more detailed schematic of the object's properties (scale, position, rotation, etc.).

I'm not sure if this is the best way to do it, but it will work for now.  I believe it will spend up the process and prevent useless traffic over the line, for stuff that already exists and is there.  It will only do so for your current sector and the 8 surrounding you... as you move into a new sector it will re-check the 9 sectors for changes.

Also, I'd like to mention that I appreciate the visitors that I've had so far.  I hope you continue to check up on the blog.  As always, if you have any suggestions, I would love to hear them.  I should have a screen shot up tomorrow hopefully testing out what I've mentioned today. =)


EDIT:  Forgot to mention.  If you were to edit an object, say it's rotation, it will automatically change that objects id so it gets picked up the next time (signaling a change).

Friday, April 29, 2011

Hmmmmmm..

Before I start on the networking portion of the code.  I've been pondering ways to basically package up world content and send it to the client on initial connect.  So far I'm thinking that the world will be divided up into sections, and a list of objects will be populated and sent to each client upon entrance or connect.

We will see how that goes, and then we will tweak it if need be.  Testing will prove educational :)

I am, however, skipping the landscape generation for now.  The world will be flat, and I will get everything else settled before diving into randomly generated world and texturing.  I think this will be wise, because I will waste all of my time with something I haven't really messed with in depth.  Plus, it will allow me to load test my network code and make it more efficient in the time being.

More soon.

Another screenshot

Actor Type Model, with name identifier