Hi Thomas.

Yes I understand this.  If you ever played Ever quest or WOW, that is the
general Idea I'm wanting to work with.  I know it's possible to do these
games in sound based, if the Game engine supports the tools needed to do it.


I know the sound limit is a big factor, as the world I would create wouldn't
have that many sounds, until you get to say a group of trolls or a entrance
to a dungeon.

Maybe you could implement a auto detect sound modual into the engine to down
grade it self if it sees that the user computer is lagging behind or unable
to handle 32 tracks of sounds at once and so forth?

Sounds like you are making this game engine to beat the snot out of AGM lol.
Can't wait to know when you got a beta ready.  I would gladly test it out
for you and such.

Peace

Kuvvosh

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Tuesday, December 25, 2007 7:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game Engine Discussion.

Hi Kuvvosh,
Well, setting a world of 1000 by 1000, by 1000 isn't going to be a 
problem. I can make the grid size flexable.
However, the thing you need to be careful with is not making your worlds 
too large. If you make them too large with too many audible objects you 
will eventually out strip the average users resources to play the game.
For example, Sarah crashes my laptop because it uses too many resources 
on my laptop. I have to edit the sound.ini file and change the games 
default buffers from 50 to 30 in order to keep it from crashing. It is 
not that Sarah is a bad game, but it eats up way too many resources and 
has too many sounds going at once for my laptop to cope.
As a result I've learned that you need to try and play it safe with 
memory in order to make your games functional on most computers.

Kuvvosh wrote:
> One thing I have to say Thomas, I'm glad that your games put every files
in
> a folder structure.  As I have stressed this to several people on problems
> with there games having to slow down and find the files and so forth.
Not
> only that, it makes working on a game much easier to find the file that is
> causing the bug, and to correct it then going through 1k of files in a
> single folder.
>
>  
>
> Sure computers are fast, but, NT file system hates it when you got nearly
1K
> of single files in one folder and isn't organized.  When you throw a
folder
> with 1K of individual files onto a hard drive, all those files are
basically
> scattered across the drive, even after defragging, which causes the head
to
> go nuts on locating a file.  When organized, it helps a lot for the NT
file
> system to be able to locate the folder name and files  when placed on
> separate folders.
>
>  
>
> Right now, the one game I somewhat got in the works is going to have
nearly
> 3K of files alone give or take a few hundreds.  I just hope that the game
> engine is going to be able to handle a large world,  I'm considering a
world
> with a grid base of 1k by 1K square.  Each square being at least 12 feet
> square. Roughly 24,000 square feet.  *Grin*   and that's only the world
map
> lol  Then the dungeons alone going to be a different story.
>
>  
>
> Peace
>
>  
>
> Kuvvosh
>
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