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Old 11-02-2005, 11:33 PM
johane
Sarnak
 
Join Date: Sep 2005
Location: Gold Coast, Oz
Posts: 69
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Quote:
Originally Posted by johane
I think there'd have to be a pretty novel approach to pre-loading textures and models at the client end to do it properly as well. Not impossible, but probably very very tricky. Can we say laaaaaag....?
I'd like to point out that during the dot-com bubble days I was CTO of a cpy that was supposed to be marketing a cunning statistical approach to limiting what info is sent to the client in "wide zone" games. There are ways to select what should be pre-loaded and notified, but doing it reliably (without warpage) is tricky. To be blunt, doing it right is a technique that should be worth money (I dodge the OSS purists at this point) because (1) it involves some damn cunning thinking from (2) someone who has spent far too much of his life in school and reading maths books. I was doing it on a scale of a motor race or sports field (so a max of about 20 mobs [AI and players] to contend with). Doiing it when you might have (say) 50 AIs and 100 Players to contend with is much harder (read polynomial time - cubic with massive shortcuts and assumptions, and O(x)=x^2 lg(x) for space requirements, which adds up damn fast, and I never considered what spells might do to my algorithms - probably horrible things).

Hmmmm, I think I might have to remove my parenthesis keys...
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