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  Horizon (Freeroam MMORPG) WIP  (Read 146795 times)
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Offline Ed_RockStarGuy
« Reply #30 - Posted 2015-01-03 15:28:52 »

Max possible map size now is 68,719,476,704 X 68,719,476,704 that is if you can walk that far Wink (physically impossible for me to make it bigger since int's max size is 2,147,483,647 and i times that by 16 (tiles per chunk))
Offline CopyableCougar4
« Reply #31 - Posted 2015-01-03 16:25:33 »

Couldn't you make the map smaller and then expand it as people walked outwards?

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline Ed_RockStarGuy
« Reply #32 - Posted 2015-01-03 16:34:31 »

Thats what it dose, i was just stating its max possible size if someone ventured that far Smiley
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Offline ags1

JGO Kernel


Medals: 367
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Make code not war!


« Reply #33 - Posted 2015-01-03 20:46:47 »

After you have walked the first million tiles, it's going to start looking a bit same-ey. A smaller more diverse topography might have more interesting gameplay.

Offline Ed_RockStarGuy
« Reply #34 - Posted 2015-01-03 20:59:13 »

The overall goal is for the content to be very dynamic and change depending on where you are, obviously i am very far from this but i hope with hard work in the next few month i can start to make this come true, because come one who would not love a infinitely generating mmorpg to play with friend and no level bounderys xD
Offline Opiop
« Reply #35 - Posted 2015-01-03 21:07:41 »

I would rather play a game with a well constructed map than an "infinite" (there is no such thing as infinite when it comes to generating maps like this) map that isn't as feature rich.

Also, *boundaries and *entities. I don't know if your native language is english, but I just wanted to help you out with the some spelling there Smiley
Offline Ed_RockStarGuy
« Reply #36 - Posted 2015-01-03 21:18:33 »

My spelling is terrible xD
Offline Ed_RockStarGuy
« Reply #37 - Posted 2015-01-03 21:20:02 »

and i made a game like this in the past with rather nice looking randomly generating city's and storylines and thought i would re try
Offline HeroesGraveDev

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« Reply #38 - Posted 2015-01-03 21:23:55 »

And don't forget that the accuracy of floating point numbers will break down before you get anywhere near the end of the map.

Also a good way to work out how far someone will ever travel. Do it yourself. Start at (0, 0) and pick a direction to walk. Now keep walking that way until either you get completely bored or you begin to question your sanity. Now divide that distance by two. (If you're extremely persistent, probably need to divide it a few more times). The distance you now have is most likely going to be the furthest distance anyone will ever travel in your game, assuming of course that people play it.

Offline Ed_RockStarGuy
« Reply #39 - Posted 2015-01-03 21:33:56 »

Its been walking at 15 tiles/s automaticly for 4 hours now xD 219,000 tiles later he is still going strong xD
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Offline GreenLantern101
« Reply #40 - Posted 2015-01-04 04:07:56 »

Looks really cool with impressive tile handling capabilities. Is the github repo updated to version .19? The readme says .18???

And how do I activate multiplayer?
Offline HeroesGraveDev

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« Reply #41 - Posted 2015-01-04 04:17:03 »

Its been walking at 15 tiles/s automaticly for 4 hours now xD 219,000 tiles later he is still going strong xD

Nope. No automation or cheating allowed. You've got to sit there with your finger on the key, moving at normal speed, just as the potential players would.

Offline Ed_RockStarGuy
« Reply #42 - Posted 2015-01-04 14:38:38 »

Yeah im gonna walk millions of tiles every game build by hand :p
Offline SuperMario
« Reply #43 - Posted 2015-01-04 17:06:38 »

Yeah im gonna walk millions of tiles every game build by hand :p
He means, limit your map boundaries.
Nobody is going to walk 68,719,476,704 X 68,719,476,704 tiles...
Offline Ed_RockStarGuy
« Reply #44 - Posted 2015-01-04 17:15:37 »

I was just stating the potential :p, im not gonna limit the game if im working on dynamic content to spawn as the player walks around
Offline Opiop
« Reply #45 - Posted 2015-01-04 17:19:56 »

You don't understand, no one is ever going to walk that far, no matter how "dynamic" the terrain is. The only thing your huge boundaries will do is limit the amount of resources you have to work with because it will put more strain on the player's computer. A smarter idea would be to refine your terrain, and create a more solid game, and then use those extra resources you gained from NOT having a ridiculously, and unnecessary, huge map to do other intensive tasks.

No one will ever want to walk that far in any game. No one. So why not entice your players with more features instead of things they will never see ("dynamic" terrain)?
Offline Ed_RockStarGuy
« Reply #46 - Posted 2015-01-04 17:22:39 »

Thats the thing, it dose not put strain on the players computer at all or the server, i walked about a million tiles lastnight and chunks wear loading/unloading/saving/being removed, as they should have been so any player will only have about 28 chunks loaded at any time and like wise for the server (server would have 28*players, but still i have had it loading 19k and its runs fine xD)
Offline Ed_RockStarGuy
« Reply #47 - Posted 2015-01-04 17:28:15 »

I dont think you get that as the player is walking, all old chunks are saved then unloaded from the ram and the player only renders on screen what they can see to save speed so in essence the only (mem waist) would  be 2 slightly long ints for the x and y :p and come on thats not much memory
Offline SuperMario
« Reply #48 - Posted 2015-01-04 18:33:05 »

So if a player walks 2 chunks to the right and then back 2 chunks to the left it would be a different map
Offline Ed_RockStarGuy
« Reply #49 - Posted 2015-01-04 18:45:06 »

no? lol its made using SimplexNoise and + the server saves the map
Offline Gibbo3771

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« Reply #50 - Posted 2015-01-04 19:53:32 »

So if a player walks 2 chunks to the right and then back 2 chunks to the left it would be a different map

No, he walks 2 chunks to the left and it does one of 2 things.

  • It queries the server to see if that area has been "explored", if so it simply loads the chunks in
  • If not, it generates the new chunk

So if he then walked back, it would just load the already generated chunks that have been saved at those coordinates.

Or at least this is how it is usually done, unless the OP is generating the entire map at run time rather than generating it as the player explores. Either is fine.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline Ed_RockStarGuy
« Reply #51 - Posted 2015-01-04 19:55:48 »

Finally someone gets me :p
Offline SuperMario
« Reply #52 - Posted 2015-01-04 20:16:31 »

Yeah, I didnt read it right "all old chunks are saved then unloaded from the ram"
Offline Ed_RockStarGuy
« Reply #53 - Posted 2015-01-04 23:21:47 »

Np man Smiley
Offline Ed_RockStarGuy
« Reply #54 - Posted 2015-01-04 23:23:00 »

Game now has uninterrupted gameplay during restarts using a overflow server Cheesy
Offline Ed_RockStarGuy
« Reply #55 - Posted 2015-01-05 17:19:28 »

Later tonight i am opening a public server for people to help test the servers capacity and what it can handle if anyone is interested? skype me at @mythirdleg35
Offline Opiop
« Reply #56 - Posted 2015-01-05 17:57:34 »

Just ask for PMs on here. I don't know about anyone else, but I haven't had Skype installed on my computer for more than a year now. Its so much easier to just shoot you a message on here!
Offline Ed_RockStarGuy
« Reply #57 - Posted 2015-01-05 17:58:48 »

ether way would work :p
Offline temu

Junior Devvie


Medals: 2
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« Reply #58 - Posted 2015-01-05 18:00:16 »

I wrote you on skype Smiley
Offline Ed_RockStarGuy
« Reply #59 - Posted 2015-01-05 18:03:43 »

Not got anything, pm me on here
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