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| visits | member for | 7 months |
| seen | Apr 5 at 8:25 | |
| stats | profile views | 2 |
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Oct 2 |
awarded | Supporter |
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Oct 1 |
comment |
Procedural object generation and unique identification Thank you very much for you answers. |
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Oct 1 |
accepted | Procedural object generation and unique identification |
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Oct 1 |
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Procedural object generation and unique identification Yes, yes it is real YAGNI. |
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Oct 1 |
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Procedural object generation and unique identification Some properties, as for example resource occurence could not be modified if it would be already generated (until the developer implements it and tries to eliminate the errors that arise. If I would, for example want to move a planet 3 centimeters down (wait, there is no down, but ... you know), i couldn't do this without telling all players that it is now 3 cm below its actual, generated position. With the time there would emerge more and more of these modifications) |
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Oct 1 |
awarded | Student |
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Oct 1 |
comment |
Procedural object generation and unique identification But it could be something like: "Object 32985729 exists!" and all know what it is, where it is and how long it is there |
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Oct 1 |
awarded | Commentator |
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Oct 1 |
comment |
Procedural object generation and unique identification So it would be impracticable because the world would be too random and therefore boring and partly unmodifiable. That clarified it. I will close that question now as it has been answered. Thank you very much for your help today! (I cannot vote you up because I need more reputation, but I will, when I can :) ) |
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Oct 1 |
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Procedural object generation and unique identification I understand it now - I was a little bit inept, although the question below is also interesting - Thank you very much :) |
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Oct 1 |
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Procedural object generation and unique identification But wouldn't it be enough to send only the id if all other properties were based on it (including the position?) I started with the thought that the server would only need to send one number and the world boundaries to the client, would generate its own representation of the world with the same parameters and then would be able to communicate It may seem crazy and impractical, but I just ask myself if this is possible... |
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Oct 1 |
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Procedural object generation and unique identification But is it really necessary to send all data to the client, including object data that could also be generated dynamically? Because all changes are still made on the server, and the server defines the parameters for these objects i can not imagine that... The server could still set boundaries for created objects |
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Oct 1 |
asked | Procedural object generation and unique identification |
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Oct 1 |
awarded | Editor |
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Sep 30 |
awarded | Scholar |
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Sep 30 |
accepted | Game window systems and internal frames |
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Sep 30 |
comment |
Game window systems and internal frames That's great! Thank you for the answer :) I think major companies will use their own GUI-systems, so I don't want to start even thinking about programming my own (for now) :D |
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Sep 30 |
asked | Game window systems and internal frames |