DI as brush

Simon493Simon493 Join Date: 2011-02-20 Member: 82724Members
edited February 2011 in Ideas and Suggestions
IMO spreading the DI with the the point and click system doesn't really work that well. You should be able to paint it on starting from already existing DI and it spreads from there. This gives a more accurate/faster/easier to use system.

IE you want a ref node in another room. Instead of having to click 4-5 times guestimating where the DI will spread to you can just paint a path from your hive to the ref and it grows out from the hive to there along the path you painted.

Comments

  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    And how do you expect the server performance to keep up? Waypoints are one thing, free drawing however is pretty much beyond question.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1834169:date=Feb 22 2011, 08:35 AM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 22 2011, 08:35 AM) <a href="index.php?act=findpost&pid=1834169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And how do you expect the server performance to keep up? Waypoints are one thing, free drawing however is pretty much beyond question.<!--QuoteEnd--></div><!--QuoteEEnd-->
    you dont even need waypoints, you could use the regular bot path finding code, you just got to tell the infestation the location it should grow its way to, and the rest does the "super slowed down DI path finding" burning up resources depending on the ammount it has to grow to reach that spot.





    but knowing the current bot pathing , the DI would grow once around the map, straight through the marine base, and up to the spot it was meant to grow to, even if its just around the corner of the start hive :p
  • Simon493Simon493 Join Date: 2011-02-20 Member: 82724Members
    <!--quoteo(post=1834169:date=Feb 21 2011, 10:35 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 21 2011, 10:35 PM) <a href="index.php?act=findpost&pid=1834169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And how do you expect the server performance to keep up? Waypoints are one thing, free drawing however is pretty much beyond question.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What? It would be a completely negligible amount of processing power/bandwidth. You have a circle, you paint from there where you want the DI to cover and energy cost is shown in middle of the brush as you paint, DI grows along that path much quicker than normal starting from the "powered" DI. Circle stays yellow while painting if its not connected to existing "powered" DI, turns green if the patch you are painting is connected to the DI and turns red if you can't paint DI on that area.

    All that the server needs to do is keep record of what is already down (which it already does) and growth (which it already does) except the growth would occur slightly differently. It is about as demanding as a minimap, if that.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    Personally, in my opinion I do not like this idea.

    -1
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1834286:date=Feb 22 2011, 02:42 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Feb 22 2011, 02:42 PM) <a href="index.php?act=findpost&pid=1834286"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally, in my opinion I do not like this idea.

    -1<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thank you for your very informative input. It was about as constructive as "DO NOT WANT"...

    Performance wise I can see it being a bit of an issue, but then DI was always going to be a performance issue due to the nature of how it works (considering it is supposed (going to) to look like that old tech demo from way-back when). Keeping track of DI infestation will probably be an issue. There are a few solutions such as DI creating a sort of multi-link linked-list type "node" for which each "node" has health and what-not, and has links to other nodes which it is connected to and those links also have health and other info like that. But there is still the issue of how to use the nodes/links in conjunction with 3D mesh deformation...

    Whatever they do I'm sure DI will be vastly improved.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    Definitely waiting on the 3D mesh deformation implementation...

    I hope the 3D deformation isn't any higher than say, half a skulk's height.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    If the client is sending the server point data every tick, I think it would become a problem, yes. What about having the client enter "drawing" mode where he paints the DI where he wants it to go, the client simplifies the point data (or drawing mode can simply be clicking to make a series of lines, rather than free drawing) and then sends it to the server where it is validated and the DI begins to grow from the starting point to the end point?

    That way the DI entities (or whatever they "actually" are) can all be created in one swoop rather than worry about link management between DI nodes, and the server won't hate the client very much.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    edited February 2011
    I think there's some misinterpretation as to what the OP is suggesting (maybe on my part). I think what the OP is suggesting is that we place a marker on the map and the DI slowly makes its way to that marker. Much like a drifter or mac would move to a location on the map. As the DI spreads it eats away at your resources at the same rate it would if you were to manually place DI. I don't see how that would effect performance anymore then it is now. It's basically the same setup we have now but instead of micromanaging the DI to it's destination it is pre-determined and finds its own way there. The idea seems logical to me. Placing small splashes of DI that die out rather quickly just seems too redundant for my taste.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    @Dank that sounds like a great idea! The title of the thread is rather misleading.

    I imagine DI can be implemented as two types of entities, the static DI node (like how it currently works), and the mobile DI spreader, that creates DI as it moves to the location marked by the commander.
  • cookmancookman Join Date: 2003-12-22 Member: 24654Members
    <!--quoteo(post=1834169:date=Feb 21 2011, 06:35 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 21 2011, 06:35 PM) <a href="index.php?act=findpost&pid=1834169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And how do you expect the server performance to keep up? Waypoints are one thing, free drawing however is pretty much beyond question.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Free drawing takes virtually no server resources to do. It has been used in plenty of multiplayer games for at least a decade. For all sorts of thing. Minimap annotating. Path marking. Strategical markups. It has never been a demanding thing to implement.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    While the server could easily store the drawn information, it would also have to be communicated to all of the clients. Depending on how fine the infestation draw points are, this could amount to a considerable overhead. (The current method only has one point every 10-15 feet or so).

    That said, I like the idea. If it can be done without considerable overhead, I am all for it.

    P.S. I "love" it when people say something is a bad idea because the perceived implementation would be laggy or unbalance the game (my personal favorite). A bit of brainstorming and time are often all is needed to come up with a creative solution that doesn't break the game.
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