451
Art & Art Pipeline / Re: another question about texture... I'm not getting it
« on: Nov 21, 11, 08:18:14 AM »
Lastly: don't use spaces in the material name.
Even better: never use spaces.
Even better: never use spaces.
I am not sure if thats the problem.
The tower was made fairly simple.
I started with a box, and then just extruded upwards. Still, som eparts look good, and others dont.
I will check out that site you pointed me at.
Certainly a glowing recommendationI may have to bite the bullet and give one a try.
Also: Ooooooooooh, Cintiq.
aye and because disney didnt wanna devote a lot of resources they simplified combat to a simple arc... longer the distance more arc you needed with an evantual and inevitable falloff. However and especially since you are utilizing weather it too should effect the shots. Merely establishing a script linked to the ships helm you could easily say when item in use camera goes to here allowing for ship view or keep it realistic and have them command the ship from the helm with the ability to turn thier camera as a person on the helm would turn thier head... with a spotter saying where to turn say in the crows nest they can gain extra ability to sail. Cannon fire too could call upon stored area variables utilizing the x y z coordinate system... if the cannon is moving along only the x axis then it is moving east or west depending on if the shot is rising or falling on the x then ya know which direction compare this to direction of wind across the axises
in naruto i have
Yeah ive seen POTCO battle and used em... though thier systems are very very elementary your's should be much more advanced as you are not making a game for little kids... just youtube some battles or even better POTCO is free... though limited when free so just make an account and frap it for research.
Yeah, let's just make sure we have our terminology straight, as it's different across many online games.
Server- this normally refers to a physical piece of hardware with inherent limitations on the amount of processes and memory it can run. It is also frequently used to describe the playspace that a fixed number of users have characters on, and characters on one server aren't able to interact with characters on another server. Developers would normally refer to the latter definition as a shard. Also, the term server for physical piece of hardware doesn't apply to the herocloud since our hardware scales beyond physical boxes to grow to whatever size a game requires.
Shard - a world or universe with a fixed amount of characters on it. WoW has dozens of shards. Eve Online is shardless and all characters play in the same space.
Area - in the heroengine this is a unit of server simulation, it roughly maps to an area of terrain and gameplay. Attempting to overwhelm a single area with too many assets or terrain or units of simulation (ai, players, etc) creates negative effects on the server or the users clients. Area can be stitched together with seamless technology to create the appearance of a game world that is expansive and epic without having to load assets when the player crosses an area.
So areas and shards and therefore world or universe are independent concepts. The discussions you've obsevered are about how to limit memory usage on the server, while attempting to explain to developers new to online world building that attempting to simulate miles of real world ocean is a common mistake and a waste of resources, but that in no way prohibits you from doing so.
Posted from my iPhone. Ignore all typos.
Dwight, I think either you need to be more specific, or the simple answer is a resounding yes. It's the core of what the heroengine does.