The jt_vectors library, alpha version, has been released! Since it's still in alpha, there are still two functions that I need to write (rotating a vector on its local X and Y axes instead of on the world axes). However, it's quite functional already and more than ready for implementation into your BYOND games.
If you're wondering what it does, the Hub entry says most of it -- and the jt_vectors.dm file in the library itself says all of it -- and since I've already written pretty much the same thing at least three times now (one Hub edit didn't take), I figure I'll leave it at that. =)
http://developer.byond.com/hub/Jtgibson/jt_vectors
Actually, I released it a couple hours ago, but didn't really think to make an official post about it. Shh.
Feb 2 2007, 11:27 pm
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Sweet, this will be very useful for some people.
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jt, you have gone and apperently proved everybody wrong.
people were crying about people making 3D in BYOND easier, and saying that BYOND admins had to change BYOND to do it, well.. Go you, With alot of hard work (i think?) you have change BYOND. (if people decide to use it!) |
Heh... well, I think actual renderable 3D isn't within the realm of possibility of this library. This library just defines the means to position objects in 3D space. Graphically drawing those objects is well beyond its capabilities. ;-)
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well you laid the foundation, we (yeah I'm including me if I'm not lazy one day!) just need to place some bricks ;P
- sorry edit, What about lag problems if this is eventually used in larger programs that expect a larger fan-base, things that use pixel-movement always seem to become tremendously laggy with even 5-10 players. Does this change anything? |
This library unfortunately can't do anything about how BYOND transmits pixel_x/pixel_y coordinates to the player. In most cases, BYOND games that are pixel-based aren't ever really laggy... they just aren't synchronous and as such you see the objects "jump" in unpredictable ways. And of course, if you have lots of things moving on the screen, it's slow no matter what BYOND game it is, pixel-based or tile-based.
Most non-BYOND games take advantage of a phenom known as "client-side prediction" to smooth out objects that are moving -- the idea is, if an object is moving and not accelerating in any way, the client can just take a "guess" where the object will be until it receives the server's position update. BYOND can't do that yet, although a few workable ideas have been posited on occasion. I guess the big thing to say is that the library is great for single-player games, but don't expect pixel-based games to work well in multiplayer until BYOND allows some client-side computation. |
This library just defines the means to position objects in 3D space. Ha, ha, once again I beat you to the code, Mr. Gibson! Behold: <code>mob x = 1 y = 1 z = 1 </code> [Edit: Curse this formatting! I give up!] |
Squeegy wrote:
So Newtopia is no longer being worked on? YOU SUCK. Where the hell did you get that from? |
Hmm, let's see.
Your numerous posts directing the topic towards something other than Newtopia. The fact that I haven't seen a single fucking topic completely about Newtopis in a long while. |