Saturday 15 January 2011

Build 0.0.99

I have spent quite a while redesigning some things on paper for the next build. The server is currently just a prototype world server which also acts as a login server, it does not use a database connection yet. I am currently working on a more commercial style server setup which will be composed of a logon server, world server and individual zone servers. Which means they all have to communicate with each other and the database.
I am fairly sure the database solution will be Postgre sql because it seems a bit more easier to use than the well known microsoft sql and mysql solutions or oracle. There might be even better solutions I haven't really researched into it yet.

I was going to post the 2011 roadmap on this mmorpg game but I decided its not appropriate yet as we dont even have a name for it.

So I have set a deadline until the end of the month for us to find a suitable name for it, I will probably then end up making a website for it.

Once we have a name, it will just be at the top of this blog but the blog address wont change.

Today I will also post up the vision for the game including mechanics, combat and various different elements.

Notes for build 0.0.99
World server is now multithreaded using a lockless layoutFixed delta time bug in animations
Updated animation syncing
Fixed crash on player disconnect
Integrated EPIC lib code for interpolation/extrapolation
Made input more responsive
Animation blending now asynchronous
Avatar transparency ordering fixed
Avatar transparency is now based on camera distance sampled  from 3 points on the avatar; eyes, feet, mid.
Integrated Antweakbar for debugging shaders
Avatars now fade in and out when coming into the sphere of influence of a player (Took a bloody long time to get right lol)
Added anisotrpic filtering
Fixed texture quality to a degree
Fixed crash bug when making a matrix from a quaternion and a vector
Updated newton dynamics version
Updated RakNet version
Added an experimental version of a fake subsurface scattering shader from here:
http://machinesdontcare.wordpress.com/2008/10/29/subsurface-scatter-shader/
credits to toneburst and InvalidPointer.
Currently its shading everything instead of just characters but I was just testing things out.

Failures noticed
The textures are too stretched on the terrain, I am going to rethink the entire zone system, might look in to some
octree implementation or virtual texturing or maybe just split the zone into tiny chunks. However I dont want to waste time writing a level editor so it might be hard.

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