🜲 Vidiot_X Posted August 17, 2011 Report Posted August 17, 2011 Hi all, I am optimizing the mapping sections of code for better speed and performance. Basically the map for Phoenix SS breaks down to sectors and parts. Each sector can contain a number of parts (images and other data). So for example I could have a sector grid of 64 x 64, each sector would be 1024 pixels in width and height and hold up to 300 parts. This system would be very scalable and could render very large maps with low over head. In fact I could add additional layer and have several blocks of grids making galactic size maps. Parts are a collection of images and other data like collision. Using the editor you can place parts in any sector you would like. When you save the map the editor will sort all the parts into a sector grid as described above. BTW, I have the map editor tied back in and working, yea. I am also looking at two levels of z-order for ships to be on. For example I could have sections of the map where players travel up a ramp or over a bridge to play on a second playing field. So you might be battling it out under a bridge while other players are fighting on the bridge above you. From your point of view the bridge would be semitransparent along with the other players. So I've already got some of this coded and I thought I would see how everyone feels about this design. Now is the time to make any suggestions. On a side note I've also been working out the networking design and that's coming along well. But it will be a month or two before I have it going. The biggest issue is forming a prediction model that works well for latency. But some of the simulations are starting to gel. Edit- Here is a pic of my attempt at making map part images. I am playing with lighting here using pre-rendered part images. Soon I will have a complete part set and the walls will fit together better. = Rich =
🜲 PoLiX Posted August 18, 2011 Report Posted August 18, 2011 2 levels seems pretty cool. I mean, we already have walls in space... lol SSForum.net - September 01, 2002 - Rowen (SSDownloads.Com), PoLiX (SSCentral.Com), and Cyberise (Subspace.Net)
Cheese Posted August 19, 2011 Report Posted August 19, 2011 This system would be very scalable and could render very large maps with low over head. In fact I could add additional layer and have several blocks of grids making galactic size maps. minecraft calls them 'chunks' I am also looking at two levels of z-order for ships to be on. should be 3normal, above, below SSC Distension OwnerSSCU Trench Wars Developer3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of CheeseDr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.3:KrynetiX> do you ever open your web browser and type ?go google5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.
🜲 Vidiot_X Posted August 22, 2011 Author Report Posted August 22, 2011 @Cheese Chunks, OK I like that. Three levels should not be a problem but I am going to start out at 2 I think. @AllI have been working on some compatibility issues with Nvida cards. But making progress on the optimizations. I maybe dropping DX-7 support but only if it becomes necessary. - Rich -
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