MV3D Development Blog

September 7, 2006

We’re going to Alpha! And Beta! And Content Complete and all the way to Release! Yeeearrrgggh!

Filed under: Uncategorized — SirGolan @ 11:47 am

We’re going to Alpha at least. According to my spiffy new system, I have 2 enhancements and 2 defects to complete before I can officially say the alpha test is ready. Namely: add god-mode world editing, finish game state persisting to database, fix problem where colliding with other players causes viewpoint instability, and fix player movement in a multiple server environment. The last one will be fun to test because I’ll be hooking up a client for the first time into a MV3D game that is running on more than one server. In fact, there hasn’t been a game running on multiple servers yet. The functionality has been tested in Unit Tests and works fine, but I haven’t run two servers for long periods of time like that.

Speaking of “spiffy new system,” you can check it out at:
http://dev.mv3d.com:8080/cgi-bin/trac.cgi/wiki

I got all of character generation (for the alpha test) done last night. That and persisting are the only major hurdles I believe. God mode editing is planned out and ready for programming.

One of the next big hurdles coming up after the brunt of the bugs found in the alpha test are squashed is terrains. It’s hard to have a MMORPG without ground. Since Ogre doesn’t support terrain in any sort of dynamic way, it’s going to be up to me. I am going to try to generate meshes on the fly for patches of terrain which will correspond directly to some objects on the server side. In fact, some of the mesh generation algorithms can be shared between the two since meshes will be required within ODE for collision. ODE does have a terrain collision model, but I think it’s still in the experimental stage and is not part of the main ODE distribution. Eventually, we will switch to that. Anyway, the size and detail of these terrain pieces is going to be up for debate (um.. I’ll be debating with myself) since how well they perform will depend on getting the right size/detail. For those in the know, I should answer the question as to why I’m not going with some sort of progressive mesh for these like CLOD or whatever. The reason is that I’ve seen a few places that are saying that with modern graphics cards and a modern 3d engine, progressive meshes actually are slower than just bruteforce rendering of the terrain. We’ll put that theory to the test. And I fully intend to do a significant terrain load test on both the server and the client. I know ODE can handle it– it did just fine with fairly large terrains in Siegium. Can Ogre handle it? Dunno. (and can Python generate these meshes fast enough?)

That’s probably all for now.

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