Now I know that one reason that the ground maps are so small is due to the amount of "stuff" is on the maps; it would take too long to load. So is there anyway that everything could be scaled down in order to add more to the maps? I'm no game developer so I have no idea if this can be done, just an idea.
more "stuff" more to load no? Again I have no idea how this stuff works, so I could be wrong
once you've loaded a a <generic tree> into your cache, the game can spawn hundreds of them on a map and it wouldn't increase loading any more than having just 5 <generic tree>
once you've loaded a a <generic tree> into your cache, the game can spawn hundreds of them on a map and it wouldn't increase loading any more than having just 5 <generic tree>
are you talking about exploration maps?
Was talking about everything =P. With the cache, does it use the same cache that IE uses? Or is it separate? If so, I clear my cache everyday, so that wouldn't help me.
Yes, they can. Champions Online uses the same engine and gets away with far larger areas.
Here's a link to a Thread about creating massive ground maps for Iconic Worlds (think of a dozen missions on a single, large map - instead of 1 mission per small map): http://forums.startrekonline.com/showthread.php?t=158423
Yes, they can. Champions Online uses the same engine and gets away with far larger areas.
Here's a link to a Thread about creating massive ground maps for Iconic Worlds (think of a dozen missions on a single, large map - instead of 1 mission per small map): http://forums.startrekonline.com/showthread.php?t=158423
do you think that they would be able to do sector space without a single loading screen with the engine they got?
do you think that they would be able to do sector space without a single loading screen with the engine they got?
I'm not a developer.
However, if I took a wild guess it would be not without significantly re-writes to how it is handled.
Keep in mind that having 100k+ people on the servers means they can't have too many in a given instance at a time (right now it's around 50 people per instance at Sol - the highest traffic location).
50 people is pretty sparse when stretched across 12 sectorblocks (the equivalent of 4.16 people per sector block). It would be fairly empty - especially as that number gets divided across additional sector blocks.
It's not impossible but I see space as being the biggest hurdle for them to change.
If I could re-write the code, I'd do it like this:
assign sector spaces to one of four quadrants (removes the seams from many sector blocks).
have 50 people per instance in those quadrants.
zone chat would based on all players in your quadrant instead all players in your sector block
However, I have no idea what performance impact this might have. It would be better suited toward having more sector blocks in the gamma and delta quadrants.
Comments
this is false.
more "stuff" more to load no? Again I have no idea how this stuff works, so I could be wrong
once you've loaded a a <generic tree> into your cache, the game can spawn hundreds of them on a map and it wouldn't increase loading any more than having just 5 <generic tree>
are you talking about exploration maps?
Was talking about everything =P. With the cache, does it use the same cache that IE uses? Or is it separate? If so, I clear my cache everyday, so that wouldn't help me.
Here's a link to a Thread about creating massive ground maps for Iconic Worlds (think of a dozen missions on a single, large map - instead of 1 mission per small map):
http://forums.startrekonline.com/showthread.php?t=158423
do you think that they would be able to do sector space without a single loading screen with the engine they got?
However, if I took a wild guess it would be not without significantly re-writes to how it is handled.
Keep in mind that having 100k+ people on the servers means they can't have too many in a given instance at a time (right now it's around 50 people per instance at Sol - the highest traffic location).
50 people is pretty sparse when stretched across 12 sectorblocks (the equivalent of 4.16 people per sector block). It would be fairly empty - especially as that number gets divided across additional sector blocks.
It's not impossible but I see space as being the biggest hurdle for them to change.
If I could re-write the code, I'd do it like this:
However, I have no idea what performance impact this might have. It would be better suited toward having more sector blocks in the gamma and delta quadrants.