From owner-freebsd-hackers Thu Apr 6 23:19:40 1995 Return-Path: hackers-owner Received: (from majordom@localhost) by freefall.cdrom.com (8.6.10/8.6.6) id XAA24201 for hackers-outgoing; Thu, 6 Apr 1995 23:19:40 -0700 Received: from bunyip.cc.uq.oz.au (bunyip.cc.uq.oz.au [130.102.2.1]) by freefall.cdrom.com (8.6.10/8.6.6) with SMTP id XAA24170 for ; Thu, 6 Apr 1995 23:19:34 -0700 Received: from cc.uq.oz.au by bunyip.cc.uq.oz.au id <29469-0@bunyip.cc.uq.oz.au>; Fri, 7 Apr 1995 14:37:37 +1000 Received: from netfl15a.devetir.qld.gov.au by pandora.devetir.qld.gov.au (8.6.10/DEVETIR-E0.3a) with ESMTP id OAA03074 for ; Fri, 7 Apr 1995 14:41:10 +1000 Received: by netfl15a.devetir.qld.gov.au (8.6.8.1/DEVETIR-0.1) id EAA09973; Fri, 7 Apr 1995 04:38:54 GMT Date: Fri, 7 Apr 1995 04:38:54 GMT From: Stephen Hocking Message-Id: <199504070438.EAA09973@netfl15a.devetir.qld.gov.au> To: hackers@FreeBSD.org Subject: Re: Hack Request #1: Doom Seed Sender: hackers-owner@FreeBSD.org Precedence: bulk [Much interesting stuff from Amancio deleted] I've been thinking about this too, and have thought that a good way to do it would be to have a server that had a model of the physical world in question, and performed all the ncessary calculations for the objects within the world. For each player, a client would exist that spoke to the server using a well defined protocol. This protocol would cover the types of objects that were visible, their orientation, distance, xyz co-ords and the textures that they were made up of, and the health of the player. This in turn would allow one the freedom to create various clients that could display in the way they best saw fit - polygon shapes for X terminals, textured bitmaps for local connections with shared memory, line drawings for monochrome X terminals. One could even create clients for the various PC O/Ss. Clients could preload (ast part of the startup) textures, sounds and what have you that are associated with various objects so that the server could say "play part y of the sound for object x" or "display object x facing foo a z distance". The monsters could also be modelled as objects with processes of their own, connecting to the server. One could have fun defining a language that described the behaiviour of each monster, usually in response to various classes of events (sighting a player, attacked by something, random movements). Sound is another interesting part of it. I'd like to have the soundoutput handled by netaudio, but talking to the device direct would be fine. The server would also have to calculate what you could hear and what stereo position/volume it would be. Stephen.