On Tue, 2008-01-15 at 11:25 -0800, JD Marble wrote:
> Howdy!
>
> I only started studying this project recently, so take my comments
> with a grain of salt.
>
> The only part of your data structure that can't be represented by the
> new protocol is multiple universes. At the moment, all objects that
> are displayed on the map must be in the "universe", or object 0. This
> restriction can be lifted if two things are changed.
Referring to TP04...
Actually I'm fairly sure I'm true.
s/Universe/Dimensions/ & s/Multiverse/Universe/ should pretty much do
it.
And as an aside it corrects the horrible abuse of language foisted on us
from RPG games.
Essentially you create one top level object (the universe), then create
your semi-universes, or dimensions. All object coordinates are relative
to them.
> First, an additional argument must be added to the "Get Object IDs by
> Position Frame" that specifies which object is the frame of reference.
> Using the current protocol, universes would appear to "overlap" on
> the client side.
TP04 supports a 'bound' coord - so you bind that to the current
dimensions.
Other notes... well, depends on the actual game really ;-)
Regards,
nash
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