Bye Bye Crystal Space
I did some more playing with Ogre today including downloading the demos. They were about 35MB, which seemed odd to me since the bare essentials of Crystal Space is 200MB (which compresses to about 50MB in a zip file). The demos were very good and showed off quite a few features that Crystal Space just doesn’t have. I went on to download the Python development environment for Ogre. Once again, I was confused as these were only 5MB. I figured I must have to download the rest of Ogre to use them (sort of like Crystal Space’s Python implimentation). Nope. 5MB and that’s it (plus 12mb for some demo data like models and such that was a seperate download). I installed it (and the prereqs– python 2.4, and psyco) and after having to download a random DirectX DLL, I was able to run the demo apps. Last time I got Crystal Space working on Windows, it took me about a week. This was an hour tops. So I think pending an investigation on whether Ogre supports some required things like Portals (which it claims to), I’ll probably be using it for MV3D.
That said, clearly, I’ve been working on client stuff today. Just for kicks, I tried running a server on Windows and after some major tweaks to my Date class, it works. Dates are still way screwed up, but I can run the unit tests (except MySQL related ones since I didn’t install the Python MySQL module– the client won’t use that).
I figured out what sort of view clients are going to have on things finally as well. I’d been thinking that I would just give them a cache of the object they control and then have some sort of interface for them to send commands and request things, but.. That would not be too secure. From the cached object, a client could spy on any object anywhere near them. They could also get all of their in game stats (which will not be allowed).
My solution was to use the Manipulators (the things I spoke of below when I couldn’t remember the cool name I had for them). A manipulator is an interface that is to an object that you can use to control said object. You could have a CarManipulator that let you step on the gas, brake, and so forth. In this case, objects that are playable (i.e. a client can connect to it) have a PlayerManipulator type object. That will be used to control the player’s character. In addition, you also get a PlayerView cache (the original is stored on the PlayerServer). The PlayerServer will put objects into the view when– you guessed it– they come into view. It takes them out when they’re gone. It won’t even put real objects in there, but ObjectViews which will be the things that actually know how to interact with Ogre to show up on a client’s screen.
I also spent a bit of time thinking about Terrains and how they’ll work. I’m still not really sure. The old MV3D way of doing it was going to be to send only terrain blocks nearby the player and to send more detail for blocks that were closer. I don’t think that would work. Either way, I have more design to do on that end.
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