This blog will document our (my) long and arduous journey to develop the ultimate SciFi MMO. Hopefully I can get some help along the way......< pause for people to laugh at me >
It’s been a while since my last update. Part of the reason was because I was sitting in a Russian hospital for two months. But I’ll leave that story for another time…… However I did manage to make quite a bit of progress. I had some adventures in threading….. I had to rewrite my thread code lik…
Well we're back with a new entry. As usual we have made a lot of bug fixes. The primary new feature though is the separation of graphics, and planet generation in different threads. Here's the somewhat familiar code that was modified from our first entry....
void CDLClient::InitTest2() { t…
For this entry we implemented the ubiquitous Ridged Multi-fractal function. It's not so interesting in and of itself, but it does highlight a few features that were included in our voxel engine. First as we mentioned, being a voxel engine, it supports full 3D geometry (caves, overhangs and so …
After a LOT of bug fixes, and some algorithm changes changes, our octree marching prisms algorithm is now in a much better state. We added a completely new way of determine chunk level transitions, but before discussing it we will first talk a bit more about our voxel octree.
Our octree is …
First a brief description of what we're trying to achieve. We're basically trying for a single shard MMO that will accommodate all players on a giant planet, say 2000 km radius. In order to achieve this we will need .... well .... a giant plant. This presents a problem since the classical way to…