diff options
Diffstat (limited to '')
-rw-r--r-- | pipermail/nel/2001-February/000236.html | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/pipermail/nel/2001-February/000236.html b/pipermail/nel/2001-February/000236.html new file mode 100644 index 00000000..5572d772 --- /dev/null +++ b/pipermail/nel/2001-February/000236.html @@ -0,0 +1,83 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Building a FAQ?</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:archer%40nevrax.com"> + <LINK REL="Previous" HREF="000219.html"> + <LINK REL="Next" HREF="000220.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Building a FAQ?</H1> + <B>Vincent Archer</B> + <A HREF="mailto:archer%40nevrax.com" + TITLE="[Nel] Building a FAQ?">archer@nevrax.com</A><BR> + <I>Tue, 20 Feb 2001 18:00:00 +0100</I> + <P><UL> + <LI> Previous message: <A HREF="000219.html">[Nel] Building a FAQ?</A></li> + <LI> Next message: <A HREF="000220.html">[Nel] Compiling on Linux....</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#236">[ date ]</a> + <a href="thread.html#236">[ thread ]</a> + <a href="subject.html#236">[ subject ]</a> + <a href="author.html#236">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>According to Jared Mark: +><i> 1) Now that I have NeL, the Client, and Services packages all compiled, +</I>><i> what do I do with it to actually start building MY world? Do I HAVE +</I>><i> to edit the code and recompile? Or is this package meant to handle +</I>><i> all game-specific stuff in that /data directory, independant from the +</I>><i> core components? +</I> +Well, what you now have is a very small client, so don't expect to run a +RPG using that :) + +But essentially, yes. You now have to fire off your favorite 3D modeller +and start making your own world (then, later get or write a converter to +generate our map format), or, if you find the current world fine... start +working on additional code to implement your features. + +><i> 2) What are the limitations on world size, max number of connections, etc, etc? I understand there are obvious hardware restrictions that you can't really say anything about... but I'm talking about software restrictions (for example, will I run into problems with say, a bank account in my game going over 64k in size due to an overflow? Will I have issues with my map being too big for the services to handle in terms of latteral area?) +</I> +Basically? None. We haven't put any specific restriction. Bank accounts +aren't implemented yet, so they don't overflow :) + +There are additional design decisions about the game I can't get into, +but, regarding map size for example, we do not have any restriction. +Apart from our capacity to produce them and the limitations on the +support for distribution (if we have to install 10Gb on your HD, it's +probably too much). + +As a comparison, the artic icefield distributed with Snowballs covers +2.5km by 1.3, and we do expect to have a pair of PCs handle every services +regarding such a game area and about 50-100 active players. + +(of course, that depends a LOT on how those services are sollicited, which + ties directly into game play) + +-- +Vincent Archer Email: <A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A> + +Nevrax France. Off on the yellow brick road we go! + +</pre> + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000219.html">[Nel] Building a FAQ?</A></li> + <LI> Next message: <A HREF="000220.html">[Nel] Compiling on Linux....</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#236">[ date ]</a> + <a href="thread.html#236">[ thread ]</a> + <a href="subject.html#236">[ subject ]</a> + <a href="author.html#236">[ author ]</a> + </LI> + </UL> +</body></html> |