dataman // User Search

dataman // User Search

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confused...

Oct 23, 1998, 5:40pm
I'm trying to get an avatar Model bot to walk smoothly and so far I'm
feeling rather moronic, maybe I just worked too late last night playin
bone...anyway, when I just tell it to reposition 10 yards away it walks
a few steps then GLIDES. When I use a for loop and wait in between baby
steps it gets jerky.

I did see this in the API docs and my poor little peanut brain is
reeling:

/* spin on a dime (45 degrees/second) */
for (yaw = 0; !aw_wait (1000); yaw += 450) {
aw_int_set (AW_MY_YAW, yaw);
if (aw_state_change ())
break;
}

While I am not really a structured programming freak, the break confuses
me :) What's the condition that causes the loop to end?

confused...

Oct 24, 1998, 6:32am
I'd have to say that's a wrong decision then hehe....it's a SLOW glide :)


[View Quote] > The loop breaks if the aw_state_change returns a value not equal to 0, which
> means when you run into an error while setting the new avatar position.
>
> I think bots move as other people do, they just need fewer repositioning
> steps which usually means that one repositioning is sufficient. the aw
> browser translates a sudden repositioning into a smooth move, (or a fast one
> if you move far in a short time).
>
> so the decision if you walk or glide is actually made in each users browser,
> therefore you can't really influence it (and you don't want to break down a
> move into several small steps because of that anyway :) )
>
> Roland, if my observations are wrong, please correct them :)
>
> Walter
>
> Dataman schrieb in Nachricht <3630DBBC.AD0B298D at synergycorp.com>...

On the horizon

Jul 14, 2000, 7:43pm
Folks folks...

Yer arguing semantics.

"Game" is a relative term. Gameplaying is something that everyone does every day in RL, and
in fact in AW I know people do Role-Playing as they also do in RL. Games theory is intrinsic
to understanding human behavior and incorporates the latest in knowledge of who and what we
are, individually and as cultures etc.. Actually AW is a lot like a very crude SimWorld-type
thing with multiplayer capabilities. :)

If you think that AW has things for you that "games" do not...well, yah there is no game that
is marketed as such which has everything that AW has. However, between different games you
could put together all the features of AW. And lemme tell ya, as far as the community thing
and social interaction, AW is far behind many of the games.

Wanna see some real community stuff happening, check out Ultima Online. One interesting thing
about interaction in Ultima is that they have a real economy. So you can loan yer friends
money, you can work hard and save up to buy things, etc.. The creator of AW planned things
like this, he just never got around to em. In fact UO has many features that were planned at
one point for AW. Folks there can dress up (without switching avatars) and even dye
clothing. They can lock their houses. The feature list goes on...many of these things AW
could use, but of course as options within each world.

There's a lot more about UO (and other "games") that is in many ways *more advanced* for a VR
environment than AW. The big difference that might put off many of you (besides not being
able to have your own world or use your own artwork) is that there is magic, there are
monsters, and the whole thing has a medieval theme. But that's just the THEME of UO. Step
back a bit and imagine that you could use the same engine that UO uses but create your own
world where you supply your own artwork and your own rules. Then you'd have a true superset
of AW. An IMMENSELY greater feature set.

Basically we don't have terms for this stuff yet. At present a "game" is something that sells
better than AW. :) And has a lot more bucks behind it, and knowhow too.

DM

[View Quote] > I am still sticking to it.. the day AW becomes to much like a game I leave
>
> _________________________
> John Viper
> http://www.jtsoft.net <-- Coming Soon!
[View Quote]

On the horizon

Jul 14, 2000, 7:44pm
Folks folks...

Yer arguing semantics.

"Game" is a relative term. Gameplaying is something that everyone does every day in RL, and
in fact in AW I know people do Role-Playing as they also do in RL. Games theory is intrinsic
to understanding human behavior and incorporates the latest in knowledge of who and what we
are, individually and as cultures etc.. Actually AW is a lot like a very crude SimWorld-type
thing with multiplayer capabilities. :)

If you think that AW has things for you that "games" do not...well, yah there is no game that
is marketed as such which has everything that AW has. However, between different games you
could put together all the features of AW. And lemme tell ya, as far as the community thing
and social interaction, AW is far behind many of the games.

Wanna see some real community stuff happening, check out Ultima Online. One interesting thing
about interaction in Ultima is that they have a real economy. So you can loan yer friends
money, you can work hard and save up to buy things, etc.. The creator of AW planned things
like this, he just never got around to em. In fact UO has many features that were planned at
one point for AW. Folks there can dress up (without switching avatars) and even dye
clothing. They can lock their houses. The feature list goes on...many of these things AW
could use, but of course as options within each world.

There's a lot more about UO (and other "games") that is in many ways *more advanced* for a VR
environment than AW. The big difference that might put off many of you (besides not being
able to have your own world or use your own artwork) is that there is magic, there are
monsters, and the whole thing has a medieval theme. But that's just the THEME of UO. Step
back a bit and imagine that you could use the same engine that UO uses but create your own
world where you supply your own artwork and your own rules. Then you'd have a true superset
of AW. An IMMENSELY greater feature set.

Basically we don't have terms for this stuff yet. At present a "game" is something that sells
better than AW. :) And has a lot more bucks behind it, and knowhow too.

DM

[View Quote] > I am still sticking to it.. the day AW becomes to much like a game I leave
>
> _________________________
> John Viper
> http://www.jtsoft.net <-- Coming Soon!
[View Quote]

On the horizon

Jul 14, 2000, 7:44pm
Good points...can ya stop calling the client a "browser" tho? :)

A browser is something you use to look thru documents. The whole browser paradigm is way overloaded now even when it comes to multimedia websites. The only reason anyone ever called the AW client a browser is because the dolts
at Worlds, Inc. were not capable of marketing what they had. So they marketed what they thought they could sell...

DM

[View Quote] > Yeah, I am talking about one of these companies taking their
> technology & making a browser based on the idea of using a set of
> objects & avatars with NWN graphics, namely the company that is working
> on NWN. You're in game development, you know that if you can stage
> realtime battles over the internet, you can use the same technology to
> stage soccer games or classical ballet. If you can buy a set of 200
> avatars & hundreds of objects in a box, & a browser/server engine that
> allows you to create as many P-30 worlds as you want for free, why
> continue to rent your browser & your server, AW-style?
>
> Nobody who builds these P-30 worlds has to roleplay. But if you can
> have hundreds of bots that you script to fill your P-30 worlds with
> background characters, why not? Particularly if the browser/server
> engine has an AI that pathfinds for the bots, organizes their behavior,
> etc. It's up to you what you have the bots do: some people might want
> hacking & slashing; other people might want buying & selling, or dancing
> & making love. AW gives us the ability to build things: why not add an
> ability to build characters? That's what 'game technology' can do.
>
> In AW, if you own land, you can put objects on it & move them around.
> Someone at AW once designed a great browser/server system for object
> ownership, & it still is the best. The next logical step is to allow
> owners to designate objects that visitors can move around. That's what
> NWN is promising: owners can tag swords or chairs or gold coins for
> visitor movement. Maybe NWN's developers have in mind a web of beautiful
> goblin-infested, action-oriented worlds. But the toolsets in the NWN box
> can be used to build any kind of world. Just look around AW & you'll see
> how innovative people can be, if you only give them the technical means.
>
[View Quote]

this thing called "lag"?

Jul 14, 2000, 7:44pm
More likely it's the amount of stuff that intersects with the ground, which
causes major slowdown in rendering in AW. Or objects with high polygon
count...

DM

[View Quote] > Most likely what people are refering to is the ammount of cell data in your
> area or simply that it's over built. It could also mean that someone around
> you has over built their area and causing yours to "lag". Each cell in the
> world can contain a certain ammount of data that must be downloaded to a
> users computer and processed in order to see the objects. The more data to
> process the slower your movement becomes. The help files explain this to
> some degree. Of course your internet connection plays a part in this also ,
> so several things come into play.
>
[View Quote]

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