At mithro's request, here is a brain dump of object property information, 
ideas and notes.

First up, *currently* there is a common set of data that is provided by each 
object 
(http://www.thousandparsec.net/tp/dev/documents/protocol3.php#Object_Desc):
* a UInt32, object ID
* a UInt32, object type
* a String, name of object
* a UInt64, size of object (diameter)
* 3 by Int64, position of object
* 3 by Int64, velocity of object
* a list of UInt32, object IDs of objects contained in the current object 
* a list of UInt32, order types that the player can send to this object 
* a UInt32, number of orders currently on this object
* a UInt64, the last modified time
* 2 by UInt32 of padding, for future expansion of common attributes 
 * extra data, as defined by each object type

The extra data is currently defined in 
http://www.thousandparsec.net/tp/dev/documents/objects.php
and is very basic.

So that is what we currently do.

And from here is the ideas about object properties. Since there is quite a 
few, I think they will be arranged by object type.



So now here it is:

Universe:
* Approx size (should be less than sqrt of 2^64 -1 (= 2^32), because of math 
limits) (might not be necessary to actually specify)
* age?
* name?

A note before we get much further: It really depends on how we model things 
just what object types and properties are needed and where they actually 
appear. Below is what I was kind of designing for a game which is a cross 
between Stars! and SEIII, working around limitations of tp03 (single order 
queue) and then generalised a bit.

Space Containers (galaxies, star systems, areas/volumes, sectors, etc):
* Approx size
* approx centre
* velocity? (maybe if celestial movement is modeled.)
* name (sometimes)

Planet:
* name
* Size
* mass?
* position (centre)
* Velocity?
* Resources available/stored/mineable/detected
* Environment
   * Gravity
   * Temperature
   * Elements in air, liquid, etc
   * atmospheric pressure
   * Radiation
* Colonies? (see below)
* Facilities? (also see below)
* Owner (who controls it, may be not needed if modelling colonies)
* order queue(s)?

Fleet/ship:
* name
* Owner
* Controller(s)? (other races/players who can control the fleet)
* position (free space, orbit, surface)
* velocity
* acceleration?
* damage
* where the damage is
* fuel/energy/supplies (endurance)
* resources in cargo
* special abilities
* type/design of ship(s)
* number of ships
* qualities of commander/captain/crew
* age?
* all ship design properties?
* scanner range
* scanner abilities
* type of engines
* ships on board for carriers
* battle orders
   * strategy
   * aggressiveness
   * priorities
   * patrol area/size
   * friendly forces
   * use of stealth
* order queue(s)?



Star:
* name
* star type/colour/temperature/radiation/size/gravity (all closely related)
* position/centre
* velocity?
* age?

The star properties could be properties of the star system if the actual stars 
aren't modelled.


Debris:
* retrievable resources
* size
* position/centre
* velocity?

Colony:
* name
* race/owner
* population
* location
* facilities?
* on hand/stored resources?
* population utilisation (what does the population do? what factories etc?)
* population statistics
    * grow rate
    * death rate
    * education rate
* production
* age?
* size?
* order queue(s)?

Facility:
* name?
* location (planet/colony/ship/fleet)
* production
* size
* cost
* resources required
* order queue(s)

Mine field:
* approx centre
* approx size
* number of mines (density)
* weak spots/areas
* owner? Allowed races(players)?




How is that for a mind dump?

Any ideas? Post them!  This is a brainstorming thread!

Later
Lee

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