IRC logs of Libera.Chat #BZFlag for Saturday, 2023-03-11

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Optic_Delusion_What would it take to produce a client featuring extra-long draw distance culling? (Also not sure what the proper name for "draw distance culling" should be.) Right now it seems any world item I create is culled and not displayed  if beyond a distance of world size plus 0.001 unit.  I would want culling distance to be at least four times world size, that way I can put drawinfo items out there and I'd be able to see01:31
Optic_Delusion_ them.   01:31
Optic_Delusion_second question is......01:31
Optic_Delusion_If i was able to create something actually good, what would be the odds of it being used by the project?  Protocol break?  ....without a client I can't even experiment.01:33
Optic_Delusion_or am i coming at it from the wrong direction, and should build from within the existing framework for mountains.01:35
Optic_Delusion_ie, BackgroundRenderer01:40
SpringTankyou could do something that other games do and draw the skybox within a very short distance of the player, have the skybox move with the player, and draw it first so that everything else is always rendered on top of it.03:13
SpringTankwith that, you could do 3D sky boxes where you have a seperate "world" that is only for drawing, is drawn first, and drawn at a larger scale then everthing else.03:15
JunkoAkemi[m]Actually why not have the world size be set to large, but control all spawns and world walls to be smaller...03:39
JunkoAkemi[m]You could have a plug-in "reset" players outside of the "world walls".03:40
JunkoAkemi[m]I figure the real difficulty is creating the tools needed for "creating" such a world.03:41
JunkoAkemi[m]I'd have to take a closer look at clients to say more on them. (But I expect it's more tricky to do on Windows or macOS.)03:42
JunkoAkemi[m]Oh and as far as I can tell... In theory it would work, as long as the world is loaded from "cache"...03:46
JunkoAkemi[m]Since you'd be giving the server a world with walls that are entirely different from the world size.03:47
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JunkoAkemi[m](Keep in mind, this is going from memory, so before anyone tries this, double check it.)04:02
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macsformeit's not ideal, since (for one) the radar zoom levels will reflect the real world size, not that of the fake walls08:14
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Optic_DelusionWithin BackgroundRenderer a whole lot of time and energy are spent on the sun, moon, stars, and they are very well executed. And then a single paragraph is tacked on the end for the mountains, almost like the author said "I'll get back to that later".  It's been sitting there waiting for someone to attack it, ever since.09:33
Optic_DelusionIt's the only static object, everything else moves with time of day.09:35
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blast007Optic_Delusion: tried setting _cullDist to a larger value?  by default it would be 1.5 times the _worldSize value.10:11
blast007hmm, adjusting that may only let you *reduce* the value..10:14
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blast007so I guess that's not an option :)10:15
Optic_Delusion1.5 X worldsize is not apparent. 1.0 is what i see 10:30
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Optic_Delusion_cullDist is a server variable. Not sure why it's even there. Need a client side _cuillDist10:34
Optic_Delusion"clipping plane" is the phrase I've been looking for10:36
blast007_cullDist controls the client-side behavior10:44
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JunkoAkemi[m]The radar reminds me of a whole new set of issues...14:19
JunkoAkemi[m]You probably could get around that by messing around with how the world is and maybe limiting spawns with zones or similar.14:21
JunkoAkemi[m]A.k.a. have a big world with normal sized walls, but after a second, tell the game client on a per-player basis that the world is now normal sized. (You'd also need to control spawns to prevent players from going outside of the world.)14:23
JunkoAkemi[m]PlayerJoinEvent -> sendBZDB(playerID, worldSizeAccordingToFakeWalls);14:25
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