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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