Search found 7 matches

by Kajos
Mon Oct 15, 2012 7:59 pm
Forum: General Discussion
Topic: Red Alert and voxels info request
Replies: 2
Views: 3334

Okay thanks I didn't know that. Thanks for the link too, I will check it out. I fairly know how voxelrenderers work, but it seems unlikely to me Red Alert 2 uses this in realtime, imagine having 50 units on screen, that would require quite the CPU, wouldn't it?
by Kajos
Mon Oct 15, 2012 7:09 pm
Forum: General Discussion
Topic: Red Alert and voxels info request
Replies: 2
Views: 3334

Red Alert and voxels info request

Hi, I have always wondered how voxels are used in Red Alert. I figured, OpenRA does it the same way, hence why I am asking here. My options are: voxels output is prerendered and stored in RAM, or a voxelrenderer is calculating them on the fly. If it is option number 2, how is this possible without s...
by Kajos
Sat Sep 17, 2011 2:46 pm
Forum: Mapping and Modding
Topic: Idea for multiplayer
Replies: 5
Views: 5829

brah :|
by Kajos
Thu Sep 15, 2011 1:24 pm
Forum: General Discussion
Topic: OpenRA MMO
Replies: 2
Views: 4074

Thanks, that's handy to know. So a procedurally terrain would be a good possibilty then. What do you think about the networking structure? Would a setup like this be feasable in practice? I'm not very familiar with the current network structure and gamenetworks in general, but would see my calculati...
by Kajos
Wed Sep 14, 2011 3:46 pm
Forum: General Discussion
Topic: OpenRA MMO
Replies: 2
Views: 4074

OpenRA MMO

Hi guys (and girls, are you there?), I love this project and the professionality of it! I think it's a shame that it's not very popular, but however very well received though. Anyway, I was brainstorming a little about the multiplayer aspect and was thinking how it's handled right now. I figure the ...
by Kajos
Wed Sep 14, 2011 10:49 am
Forum: Mapping and Modding
Topic: Idea for multiplayer
Replies: 5
Views: 5829

I've put some more thought into this and theoretically this could work. Only problem would be the massive serveruse, as with any MMO. However one could run, say 50 players on a 100 mbit line. Having a steady fps of 20. 32 bit for id of unit -> max 65536 players and each player 65536 units 11 bit for...
by Kajos
Tue Sep 13, 2011 11:49 pm
Forum: Mapping and Modding
Topic: Idea for multiplayer
Replies: 5
Views: 5829

Idea for multiplayer

Hi guys (and girls, are you there?), I love this project and the professionality of it! I think it's a shame that it's not very popular, but however very well received though. Anyway, I was brainstorming a little about the multiplayer aspect and was thinking how it's handled right now. I figure the ...