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Re: AW's direction (was Re: portal rendering) (Community)
Re: AW's direction (was Re: portal rendering) // CommunityroluJan 4, 2001, 9:41pm
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Well, everything has to be predefined in some way, otherwise it can't
happen. By the way, I wasn't speaking about a specific mountain, I was speaking about the terrain in general. It morphs when you shoot at it, or make big explosions. So if the terrain happens to be a mountain somewhere, you could keep shooting at it until it was a big hole. What you do therefore has an impact on the terrain as a whole. > AW places > no such restrictions on the user, where they can build a mountain, delete > it, replace it with a park bench, stick a pole in the middle of the park > bench, build a house around the park bench and pole, delete the pole, etc. > etc. etc. ... ad infinitum. It doesn't? Well you seem to overlook a few things... first of all, if the object isn't available, it can't be built in AW. There is a set of predefined objects you are working with. You can insert an object, place it somewhere and rotate it a bit (but only around it's up-down axis). This works the same in such a game: there are objects, which are at specific places, etc etc. The objects that are available are limited by the people who made the game, just as the objects available in a world are limited by the owner. Do you really think everything in a game is hard-coded into the executable? That would be very silly. The kind of games that look like AW usually just are a reality-simulator. The levels, monsters, players, etc are all completely modular. > As for games were you can build ... you can only build those things that are > supported within the game In AW you can only build the things provided by the world's owner. If you own a world yourself, you can put in anything you want. In those games, you can only build the things provided by the creators of the game. It is possible to add things, if not by the players, then by the creators themselves. (read: add-on packs with extra levels, monsters, pickups, bonusses, etc) See the similarities? > and interaction with these "objects" is also > restricted to what is supported within the game. Of course it is. But this is the same in AW. You can only interact with stuff in predefined ways. You can come up with new, creative ways to use those interactions, for example a bot that reacts on an avatar gesture. But you don't really create any new way to interact. Interaction in AW is limited to moving (moving to a certain area, or bumping into things), talking, using gestures and clicking on things. Nothing more. This is how AW restricts what you can do. You can use some of these things by standard (clicking, bumping, coming near an object), and write little scripts for them. But scripts are nothing special, it's a fairly common way to make things happen. For example, the Creatures series of games is completely driven by a scripting language. Creatures happens to be 2D, but it would be nothing different if it were 3D. Also, you can write bots, but that's similar to writing a plug in for a game. For example, someone has made an excellent plugin for Quake, Reaperbots. This plugin controls a bunch of AI players, and you can use it to brush up your deathmatch skills. (I can recommend it to anyone who likes quake multiplayer) > AW provides an environment > where there are very few rules, and therefore handles any activity in a > generic manner. Just the same for games. Most 3D games provide an environment for the games to live in, the game itself is created by the levels and the objects. Even Wolfenstein 3D could run customizable levels! > In the games you mention, the restrictions placed on the > player represent the "fixed" aspects. You can only do what the game supports > which falls well short of a user's capabilities in AW. In AW you can only do what AW supports, which isn't really all that much. > It is hardly surprising that these games perform so much better than AW due > to the assumptions and subsequent shortcuts that can be made within the > processing BECAUSE of these restrictions. You seem to be working with *very* old knowledge, or you grossly overestimate AW's capabilities. > With the generic nature of AW's > concept, everything must be handled in a "correct" manner ... and that takes > processing power. In a game, stuff must be handled in a correct manner too. Take Carmageddon II. There's a world, with various objects, and there are cars, which are objects too. Now crash your car into a streetlight at 300km/h. As for the game, this is just a matter of two objects hitting each other. Therefore, it has to model the crash to see what happens. The streetlight might break off and fly away, the car will deform, start to spin and maybe loose a few parts. Nothing is constant, compared with other crashes - the size and shape of the car, the size and shape of the streetlight, the overall world gravity (lunar gravity bonus, anyone), the thickness of the free space around you (you could be underwater), the speed and weight of the car, the speed and weight of the streetlight (could already be moving), etc etc etc. There are assumptions, of course. First of all, real world physics - gravity for example. And the objects have been preprogrammed to tell the game that they can break or deform at certain places. But *what* happens, and when and how, has to be done in the game itself. Now, for AW, the only physics it has to deal with are the movements of your avatar. You'll fall down, unless you are flying, and you won't walk through solid objects, unless you use shift. And if you are flying you'll keep on going for a while after you stopped pressing the keys. > Here's an example (of the point - don't take it too > literally regarding AW). Imagine a ten-pin bowling alley. The rules are > strict here - if the ball hits the pins at a certain point, from a certain > direction, the fixed starting position of the pins can be relied upon and > the after-effects of the strike can be rapidly rendered BECAUSE of this > fact. Now imagine the same bowling alley in AW ... where the pins can be put > anywhere. Each object (e.g. the ball, the pins, etc.) must be handled > discretely and all the impacts individually calculated and rendered before > moving on to the next point in time (e.g. frame) because there are no > assumptions that can be made. There is a massive overhead in handling > real-world, flexible environments where rules are few and far between > compared to those where the bounds of interaction are so limited. Nice example, but it doesn't apply here at all. The physics of the bowling alley aren't dealt with by the world server, nor by the AW client (unless you try to walk through it). AW has no native support for moving objects that influence other objects, and doesn't do any real world physics on them either. What really happens is this: there's a bot (plug-in) that provides the game. The bot only knows about balls and pins. The bot notices that you try to throw a ball, and then handles the moving and the impact. This is exactly the same as in a standalone bowling game, and everything happens on the computer the bot runs on. The only thing your client gets through is where the pins and the ball move, which is the same as when someone's avatar moves, or when someone moves an object while building. There simply *is* no real-world, flexible environment with few rules. AW has very strict rules, even. You seem to think of AW as something much more sophisticated than it is. Rolu |