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<0> second life creators <0> :D <1> ah <0> i read that SL has around 1600 linsux servers holding up the world.. i'm curious as to what the count is for the other popular mmo's <2> hey guys <2> i wanna do bump mapping in HLSL <2> how do I generate the normal maps to go with my textures? <3> http://developer.nvidia.com/object/photoshop_dds_plugins.html :) <0> wow has 149 realm servers... hmm <4> http://www.gamefaqs.com/computer/doswin/code/924363.html <4> how to let oblivion take screenshots with printscrn button <5> ZorbaTHut: you think this is a bad idea? <5> i have each npc moving through a for loop to work out where to go next <5> saying that, if i increased the npc count they would all effectively be using the same for loop for navigation leading to the same paths for all npcs <5> you think i should seperate the movement from them? <5> so for each npc that is to be moved,
<5> send to movement function, then return <1> http://www.kidtronic.com/crystalrender/shop/shop.php?categoryid=2&page=0 <6> jambit, I'm not honestly sure what behavior you're attempting to create, and how you're planning to implement it <5> ok <5> i have a 2d map with objects on it <4> jambit, use a message router <4> message router/broker <5> i want to be able for the npcs to locate the objects then return home with the objects <5> im not familar with it <5> docs? <7> docs are free <5> where?/ <4> way it works is.... you have channels down which you send "messages", a message can just be a string, a channel is a queue <2> anyone? bump map generation? <4> a message router has a hashmap of queues, with the keys being a destination name <4> and it has a master in queue <4> so when you send a message on the message router queue, you attach to it a destination name <5> sounds like a binary tree <4> the message router takes from its queue, looks up the destination, and send your message down that queue <4> nope nothing like a binary tree <4> queues are fast and guarentee order <5> so do binary trees <4> they're not for sorting, and they don't have a treelike structure <5> ah.. <5> ok <4> they are linear <4> something goes in, something comes out, that's all <5> but they have a parent child relation / <4> nope <5> any router can talk to any router? via hashmasks? <4> child doesn't know about the parent, queues are backed by singly linked lists <5> how do i decide which channel to send a message down to return something? (all/selection) <1> children are kept in the basement, linked to a radiator <5> painted in cherry? <4> hashmap... and they don't talk to the hashmap, they use the hashmap for quick lookup by destination name <8> next to a cage with a grue <8> and intermittent lightning <4> jambit, ok lets start at square one <8> lighting even <4> jambit, you have a message <4> jambit, what language are you using btw? <5> c <4> ok... so... <4> struct message { char name[30]; char dest[30]; }; <4> or you could use an integer for name and call it id <5> ok <4> and then have enumerated values <4> saves space <4> same with destination <4> but using names makes it easy to change them on the fly <4> or to call them from embedded scripts <5> i c <4> ok now that's your message <5> so how do i create the queue? or at least let objects see what messages there are ? <4> now you have to set up a queue... which is like waiting in a line... people get in line, and then the first person in line gets what they want and leaves <4> and so on <5> alright, <4> opposite of a stack <4> now you can communicate down a queue <4> by putting a message on it <4> and the other end can take the message off
<4> if it fills up with more than one message, he'll get to the others when he can <5> i understand the message queue <4> ok <5> i dont see how relevant it is to finding and keeping track of co-ordinates <4> now the message router has one queue <5> i can see that it could be used for rules <4> its relevant for AI <5> sending a rule to function, or a message to a function to invoke a state <4> you can use it for just about anything though <4> any time you need to communicate something <5> struct->m1 = "Go Find Object!"; <4> you can use it for input too <5> ok <5> huh? <4> say someone wiggles a joystick, you take the results of that input and dump it on a queue <5> ah <5> cool <4> the message broker can then decide where it wants that to go <5> i hadn't thought about that level of things <5> does it create a priority? <4> and you can even toss a joystick mute filter in the way <4> so that if someone goes in the options menu and disables the joystick <5> having a movement from input needs to happen relatively fast so the changes can be seen in 'real-time' ? <4> anything listening for that won't get any joystick messages <5> oh right <4> they'll getting tossed into the void <4> limit the queue to like 10 messages and it should be pretty fast <5> neato <4> one problem with this pattern is <5> im thinking that i need to re-write a function so that i can send my output/inputs from the characters to other areas <4> that if you broker your messages, you have to replicate them if you want to send them to multiple destinations <4> meaning you end up duplicating memory <4> and using multiple queues (since you have multiple destinations) <4> another way of doing this <4> is to use a message bus <4> a message bus is an inverse of the message router <4> think of the message router as many waitresses waiting tables <4> in a restaraunt <4> they have to go to the table, and write down what people want <4> then they have to go to the chef and say, cook this up <4> then when the cook says its ready, the cook puts the receipt on the food and says, table 5 <4> and the waitress goes and grabs it and takes it to table 5 <4> that's a message router <4> but <4> a message bus... is like a buffet <5> buffer? <7> i think buffer is an array of vectors <4> there's a table that a lil mexican runs over to and refills the food trays every so often when they get low <5> you have food on the brain palisade.. <4> and you have to get up and go to the table yourself and pick what you need <5> ah.. <5> ok <4> it makes a good analogy <5> makes me hungry also <5> D:< <4> ehhe ;-) <4> i'm gonna get chinese takeout <5> sounds like a good deal <4> so any of this helping you wrap your mind around it? <5> yeah <4> cool <5> it makes me feel as thought i should further modularise my code into functions <5> i have a lot going on in this one function that i could rectify by having a per object function <4> ya true <5> so each object that needs to do something, goes off and does it <5> but this makes the fact that i have a huge amount of computation going on <5> as im dealing with figuring out co-ordinates etc <5> so for each object, send object to function, return <4> you might be able to centralize some of those calculations, while exposing others <4> a great example is timers, you only need one timer <5> if i have say 100 ... n objects how heavy do you think this would be and do you think i should favour it? <5> i am implementing timers for movement, so the moves aren't so rapid
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