MV3D Development Blog

October 22, 2006

Milestones

Filed under: Uncategorized — SirGolan @ 2:54 pm

Some cool things have happened in the last few days. The big one is that I was able to successfully have an avatar travel from one area (hosted by server A) into another area (hosted by server B). It is completely seamless as well. That is definitely a big step, and it took quite a bit of bugfixing to get working. Basically, it means that the game world can now extend further than the area a single server can host. I was also able to connect to a server with 1000 other avatars standing around. Here is a pretty cool screenshot:

I had to jump up a bit to get a good view. :) That’s not all 1000; there were several hundred on the other side of the hill as well. The ones are bunched up in the lower left because (I think) they fell down the hill over there. I really have to get rid of the robots though. I will do so after I get them to walk properly (display a walking animation as they move). That’s one of the first things I’ll probably hit on in the next version.

Speaking of the next version. I still have one open bug for this version, but I can’t reproduce it consistently. Sometimes Python prints out an error when you exit the client. That’s all. It’s pretty low priority as it doesn’t really cause any actual problems. I tried a fix, but since I can’t reproduce it on command, I think if it doesn’t happen in the next couple of days, I’ll say v0.2 is done and move on to v0.3.

Here’s another screen shot with 500 avatars and 1000 blocks:

Things seem pretty stable now. As part of the Test Plan, I’ve tested more of the redundancy stuff with a client connected. Now, you don’t really notice losing a server (except the one the client is directly connected to, but that’s a v0.3 feature :) ). I even tested whacking a login server without issues– it just finds another (automatically even).

I feel like I’ve fixed a million bugs in the last few days.. There were certainly a lot of them. But everything seems pretty good now. I am definitely looking forward to v0.3, though v0.4 is going to be the real fun one. That’s when it starts to become a game.

One more thing. The features that are in place now are almost all of the features a simulation server needs to have. There are a couple more scheduled for the next version or two, most notably: allowing areas to have their own coordinate systems, and breaking a congested area up into pieces to allow multiple servers to split processing of the area between them. Everything else is not strictly simulation based, so it can run on seperate dedicated servers if needs be. This seems to say that Python will work for the server, and that in general, MV3D is very possibly going to work. The foundation of the game is coded and turned out to be very stable. Now that’s a milestone!

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