Understanding game engines...a little help?
And a number of them, even if not on CoH at the moment, are still in Studio. While they are not supposed to go nuts with it, that means the current CoH crew can ask for help from time to time.
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The problem with having the sense of effecting the world around you is that 100K other players want the same experience. Really, console games are not a fair comparison to make against MMOs. Everything you do here has to be applied to all players.
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I suppose this is true, so where's the 'happy medium'? I'd like to think with today's game engines that we can at least emulate some of these experiences without a ridiculous drain on resources.
S.
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This isn't even wrong. OpenGL is still a live standard, graphics cards still supply drivers that support it, and the concept of "emulating" it doesn't really apply well. In theory if the spec mandated functionality they lacked they would "emulate" that (or just indicate that it wasn't supported, if it was optional), but in practice any video card will support openGL the same way it supports DirectX. It may not be as fast, but this isn't because it's "emulating" rather than "supporting", it's because Windows driver devs tend to focus on DirectX.
Ok my bad, people may still use open GL...but Graphics cards themselves don't really support it anymore which would be the problem, a lot of the higher end ones have to emulate it rather than actually support it.
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(MHO, the world would be a much richer and happier place if MS had just worked with the spec rather than inventing a competing spec, but that is not a new concept in talking about MS.)
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They're called mayhem missions.
I suppose this is true, so where's the 'happy medium'? I'd like to think with today's game engines that we can at least emulate some of these experiences without a ridiculous drain on resources.
S. |
Seriously, if you have several hundred players frequently passing through a zone with destructible environments the odds are that unless you have structures repairing/respawning themselves at an absurdly high rate the zone will resemble Boomtown on a nearly permanent basis. The same principle applies to any sort of environmental changes that can be caused by players.
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On a totally unrelated note...
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How come you have your title still? Mine went when we swapped over to a combined EU-US forum structure.
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Another factor: While we can send an item's "state" (the mailbox here is in 'broken' state. show random letters in the wind), most of those pieces are renedered client-side and don't match what others see on their screen. This is rather common in online games (and noticeable when you team with someone in the same room). This is because otherwise you'd have to track and communicate the positioning of all these random pieces to everyone.
They're called mayhem missions.
Seriously, if you have several hundred players frequently passing through a zone with destructible environments the odds are that unless you have structures repairing/respawning themselves at an absurdly high rate the zone will resemble Boomtown on a nearly permanent basis. The same principle applies to any sort of environmental changes that can be caused by players. |
It really isn't a big deal for little things like broken debris, but when you start thinking about the BIG things, some debris-tracking will be essential.
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But like others have said, affecting the "world" on a permanent basis isn't a limitation on the engine, but one of design.
As early as Ultima Online, developers were toying around with ecology models you could tamper with. There are some great written accounts of the mess beta testers could make for each other in such systems. Some of the earlier games were very much experiments in giving players different ways to impact the world, and largely they found that players impacted the world in ways that generally made it unfun for others. Its essentially one of those "what everone wants until they see what everyone else does with it once they get it."
It became easier (and a better user experience) to minimize how badly a player can f^&% up the world, which is why the MMOSpace has gravitated to the controlled-experiences we see today.
The game engine is aging, badly, it's basically held together with duct tape, spit and hope at this point, they have no documentation on the Engine, all the old people who actually worked on the game and knew how it worked have actually left (BaB was the last one who really knew the guts of the engine IIRC).
BAB knew the animation side of the engine very well, and knew some about the rest of the engine. I don't think I'd characterize t as really knowing the guts of the engine. Castle left after BaB and knew the engine pretty well. pohsyb knew it much better than either of them (both from being a programmer and from having worked on the game longer, including Beta) and he left after Castle. Neither BAB nor Castle originally worked on the engine. They came in later, much like the current team.
TheDarkWatcher knows the engine very well. Synapse knows the engine very well. Black Scorpion knows the engine pretty well. I'm not sure how deep Positron's knowledge of the engine is, but I'm pretty sure he has a good understanding of it.
People working there know the game engine better than you think they do.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
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