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wesbruce

Alpha Team Vanguard
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    196
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About wesbruce

  • Rank
    Novark Citizen

Profile Information

  • Gender
    Male
  • Location:
    Australia.
  • Interests
    Voxelmancy, game design, spaaaaaaaace.
  • backer_title
    Gold Founder

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  1. I hope you had time to slot some one new and useful in to my slot in the server test. Sorry I got double booked. Moms 80th birthday. It was attend or be lynched! lol And I was the only one organised enough to have a pen for signing birthday cards. 

  2. Mine will be a flying hobbit house so it blends in to the terrain when landed.
  3. wesbruce

    Members selected for the Alpha Team Vanguard

    I once spent a whole day running to a world hole in EQ so I could get its XYZ coordinates down on paper. And did it again in planet Entopia twice. Neither were in Alpha but established games. I tend to get off the beaten track so have a talent for finding world holes. If I understand the way the voxel system works in this game I suspect I will have to find another problem to hunt for. It will be interesting to see how the server system handles me being in Australia.
  4. wesbruce

    Members selected for the Alpha Team Vanguard

    I see I'm on the list is there something I have to do to set thing up or something. i cant see additional instructions. Probably looking in the wrong places. I guess I just await a magic email. Or missed it lol.
  5. wesbruce

    Transported Goods Safety

    I said No because there are some contexts where that would render a project impossible. However I have already suggested way to package raw materials as generic cargo that pays people on delivery only, so the courier cannot steal it profitably but anyone stealing it from him still has to deliver it to the designated destination to collect any loot.
  6. That's not how you save a voxel construct. The simplest way is to save the voxel type and number. log the position of the constructs and the important voxels. Mesh over the majority non air voxels to get the surface mesh, Whats visible. That's the first thing you see from a distance. Lod reduces that further. You do not need to record the location of all air voxels unless the air voxels are a small minority. Likewise if the construct is mostly rock you don't need to log the location of every voxel of rock just everything else that is not air and rock. The size of the save will depend on the diversity of the voxel type and complexity available. Another compression trick is to take a cross section though the ship. Compare that to several other adjacent cross sections; If they are all the same you can log that as a repeating plane and only record the number of repetitions. Then log any exceptions to the rule. Also if the ship is built with a symmetry setting on you only need to record and save one side or quarter and the number of planes and the exceptional asymmetrical objects. Thirdly there is a key compression possible for plumbing and electrical's. Pipes only connect to pipes, power to power so the first level of save only needs to log it as a power/ pipe system without saying which. The engine can work out the type from the connections.
  7. Planet side and H1Z1 use forge light but landmark uses voxel farm. They are trying to merge the two at daybreak but its hard. I also have a copy of voxel farm but it's not the same version. Generally twerks right and TehWardy is out of date. DU and Voxel farm are close but not the same and both are 2 generations beyond the limits set by minecraft almost a decade ago. The limits that TehWardy is talking about are also broken easily by some minecraft modding tools and the newer optimisations. . IE minecraft bakes the top surface of a chunk in some mods. World gen is three things. The seed, the biome library, and the chunk system. All major voxel worlds use these, and all bake a set of mesh's at the surface. One serves as collision, one occlusion, there are lighting and in some games, placement meshes, pathing meshes, hazard maps,etc. What you see is created by a lot of things that your computer sees but never draws for you. The next stages of voxel evolution will involve: Localised seeds. I.E. a different seed for part of a planet to the other. Send 3 to 5 continental 'plate' seeds per planet. Giving more diversity than a single seed planet can do. Reversing the seed. Taking the player builds in and area and reversing the seed algorithms or searching seed algorithms and seeds for a close match too them saving the seed and any voxels that differ from that reversed seed. Both humans and computers are only pseudo-random. Hashing a build. Getting a hash does not save the detail of the build, it's a lossy compression, but it may allow some long term saving off line or client side of a build detail with only the hash stored centrally on a server or in a blockchain to prevent tampering and ascertain value in the case of compensating a build error. Comparing two hashes verifies that the data is the same or has changed since two hashes of identical data are always identical. A 100 kilometer world is not a big file. Vladimir Romanyuk's Space Engine stores the entire known universe with to scale planets, Galaxies, asteroids, comets, nebula using a few public databases and some nice world generation code. It is not a game yet that's planned. However you can fly around the universe in ships already.
  8. wesbruce

    Our KICKSTARTER is live!

    I was involved in a load test in planet entropia. it was a treasure hunt in one of their museum buildings. One very high value trophy and a few piles of lesser loot. Over 200 took part and the handed out grenades and grenade launchers to up the lag a tad. The lag was amazing I was running up invisible stairs in an invisible museum with random walls, pictures and bits of floor popping in and out. People running on air and rubber-banding like crazy. Stop 10 seconds so everything loaded in and you had ten people race past you. Yet someone found the trophy. Here is a latter stress test from the same game. And this is a everquest stress test. Density is the major variable.
  9. wesbruce

    Our KICKSTARTER is live!

    Now that the kickstarter is over every one should expect much less chatter from NQ as they knuckle down and get code done!
  10. wesbruce

    Our KICKSTARTER is live!

    No you're not in trouble there will be a funding option opened up on main site soon. It may not give early alpha access though.
  11. wesbruce

    Our KICKSTARTER is live!

    OK it cleared now. looks like a banking glitch.
  12. wesbruce

    Ship Designs

    We will be mining long before we are flying so I'll be doing something like the traveller RPG.
  13. wesbruce

    Our KICKSTARTER is live!

    Is any one else seeing a glitch with their kickstarter pledge. I have the transaction still pending on my card even though the kickstarter account shows it as collected. Can I ask the devs if the pledges came up 115 eu short or more. Has it been collected and kickstarter's notifications has glitched out. I have contacted the bank and told them to clear it to you via kickstarter. It may only be an exchange rate or notification glitch at the bank.
  14. It may do a tiny bit more damage that a well thrown clod of dirt. There is a trick here: It may be harder to make the nanomorpher do no damage rather than having it do some damage. It also means you can ever be disarmed, that may have some interesting in game effects. Or lots of head shots.
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