Messages in this thread | ![/](/images/icornerl.gif) | | Date | Fri, 25 Apr 2003 11:07:30 +0200 | From | Helge Hafting <> | Subject | Re: Flame Linus to a crisp! |
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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
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