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[Freeciv-Dev] Re: [Re: Re: [Re: Performance (was: [Re: [OpenGL client
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[Freeciv-Dev] Re: [Re: Re: [Re: Performance (was: [Re: [OpenGL client

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To: * <spurius@xxxxxxxxxxxx>, Franck Guillaud <f.guillaud@xxxxxxx>
Cc: Jules Bean <jmlb2@xxxxxxxxxxxxxxxx>, Rob <spurius@xxxxxxxxxxxx>, Developpement freeciv <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Re: Re: [Re: Performance (was: [Re: [OpenGL client (was Re: Re: Project)] (fwd)])]]
From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Date: Fri, 04 Feb 2000 12:42:21 -0500

At 2000/02/04 12:25 , * wrote:
>Actually, I was thinking of something along the lines of another generator. 
>You see, to be compatable with civ2 rules, the 3d landscape is appropriatly
>broken down into functional tiles.  To a non-gl client, it can pass just the
>tile list.  To a 3d client, it passes the seed number (the client will have a
>random number generator coded in, already working on that, so there is no
>variance amongst platforms), since map generation here is surprisingly fast;
>any computer that can do the 3d should have no problem generating a map in a
>fraction of a second.
>
>I'm not sure if the current server saves the random seed number in the file. 
>If it doesn't, it will need to.  It wouldn't need to save the 3d model or
even
>the tiles (but for compatability reasons probably will do the latter)

This still doesn't answer my question about how a single random-number seed
will capture the fact that I used an Engineer to change a tile from a
mountain into a swamp.  It seems to me that even the 3d client will need
the entire tile list.

jjm


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