From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (majordomo@vger.kernel.org) by vger.kernel.org via listexpand id S263482AbTDYIxP (ORCPT ); Fri, 25 Apr 2003 04:53:15 -0400 Received: (majordomo@vger.kernel.org) by vger.kernel.org id S263488AbTDYIxP (ORCPT ); Fri, 25 Apr 2003 04:53:15 -0400 Received: from hermine.idb.hist.no ([158.38.50.15]:13583 "HELO hermine.idb.hist.no") by vger.kernel.org with SMTP id S263482AbTDYIxN (ORCPT ); Fri, 25 Apr 2003 04:53:13 -0400 Message-ID: <3EA8FAD2.4090200@aitel.hist.no> Date: Fri, 25 Apr 2003 11:07:30 +0200 From: Helge Hafting Organization: AITeL, HiST User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.0) Gecko/20020623 Debian/1.0.0-0.woody.1 X-Accept-Language: no, en MIME-Version: 1.0 To: Daniel Phillips CC: linux-kernel@vger.kernel.org Subject: Re: Flame Linus to a crisp! References: <170EBA504C3AD511A3FE00508BB89A9201FD91E8@exnanycmbx4.ipc.com> <20030424214116.097D912EABA@mx12.arcor-online.net> <1051224351.4005.87.camel@dhcp22.swansea.linux.org.uk> <20030424235817.B25D73BD4F@mx01.nexgo.de> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit Sender: linux-kernel-owner@vger.kernel.org X-Mailing-List: linux-kernel@vger.kernel.org Daniel Phillips wrote: > On Fri 25 Apr 03 00:45, Alan Cox wrote: [...] >>In the MUD world we solved that by not telling anyone about objects they >>can't see. > > Doing the visibility calculations on the server, down to the pixel, is > possible but not really practical. > Sure, but one can do better than quake. The server can have a look at the "terrain" at startup, and divide it into a bunch of regions and calculate which regions cannot bee seen from each other. You can then do fast simplified visibility calculation on the server, by looking up positions in a lookup table. Players in tunnels and such isn't visible from most of the level so such structures would then provide the desired surprises - even for cheaters. Also, one can use a representation that makes it hard for an AI to guess what is "wall" and what is a "player". The players could be polygons just like everything else, and a good level would have more moving items than players so movement detection won't be a good heuristic either. Helge Hafting