On Wed, 16 Jan 2008, Brett Nash wrote:
> 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.

Yes, not a problem except.....

> Essentially you create one top level object (the universe), then create
> your semi-universes, or dimensions.  All object coordinates are relative
> to them.

... Well.... it's not quite that straight forward. In practice, they all share 
a common and shared unit64_t^3 coordinate space. It would be possible to use 
different (absolute) areas for different dimensions or slice through the 
General Mish-mash (HHGTTG reference). There would need to be checks on orders 
and other things to stop things unintentionally crossing from one to another.

Considering each dimension is pretty much independent, there is no real need 
for them to be on the same server. Dimension jumping is *very* uncommon in 4X 
or strategy games (due to all sorts of things). Part of the reason for it is 
how the player's "role" in the game is defined.  If you are the Supreme ruler 
of a race, it is unlikely you would be able to control what happens to one of 
your ships if it enters another dimension. In a game where you are the 
captain of the ship, it is a very different story.

> > First, an additional argument must be added to the "Get Object IDs by
> > Position Frame" that specifies which object is the frame of reference.

Personally, I think the Get Object IDs by Position Frame is currently 
underused, but it's just a little difficult to (efficiently) implement on the 
servers in TP04 because position isn't a required part of the objects.

> TP04 supports a 'bound' coord - so you bind that to the current
> dimensions.

That isn't really what it's for. It's for orbits and jump ship sized space 
craft (ref Battletech and Dune). I suppose it could be used, but note it's 
relative to a given *parent* object.

> >  Using the current protocol, universes would appear to "overlap" on
> > the client side.
> Other notes... well, depends on the actual game really ;-)

You would have to be *very* careful about programming it, making sure you got 
the all the order processing right, and visibility, etc, etc, etc.

>       Regards,
>       nash

I note that if your (in game) "universe" started with something 
like "Multiverse" and inside that were "Dimension 1" and then the visible 
universe, players might have a clue that the game might include some 
multi-dimensional fun in it. (Isn't 4 dimensions enough?)

Later
Lee

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