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Erode

Posted: Sun Jul 24, 2011 10:26 pm
by tyskorn
I think a big improvement in the game would be a good erode system. Before, I think JLV mentioned that it wouldn't erode the same for everyone due to roost settings, but if the erode was just setup through the traction then you could have as much roost show up as you want. I'm not sure how much more computer power this would take, but if it was too much we could just have a separate server for erode.

Re: Erode

Posted: Mon Jul 25, 2011 5:51 am
by hopper325
Instead of having the terrain erode why not have the terrain move instead?

Re: Erode

Posted: Wed Jul 27, 2011 11:05 pm
by zroc420
This would be a huge step in the game being able to make your own rut during a race then having somebody wreck it would make for some fun racing.

Re: Erode

Posted: Thu Jul 28, 2011 3:53 pm
by Photomorti
would be totaly epic :D

Re: Erode

Posted: Thu Jul 28, 2011 7:35 pm
by Pumaxcs
The problem is that the erode has to update the shading for everyone and keep the server updated with the same terrain.png and sending it to everyone else. Before decals you only had to update one file and it wasn't that hard for a computer to run. Now that we have decals the game has to update the shading for each decal and terrain and then send it to every computer. That is what I understand atleast because when you ride in singleplayer you have to go into editor and update the shading because it was to much for the game to automatically update it.

Atleast from what I understand.

Re: Erode

Posted: Thu Jul 28, 2011 7:42 pm
by tyskorn
Yeah, I can understand that, and I do remember having to update the shading now. There has to be a way to do it though.

Re: Erode

Posted: Thu Jul 28, 2011 9:04 pm
by magnusson
dynamic shadows 8)
















problem fixed...

Re: Erode

Posted: Fri Jul 29, 2011 1:56 am
by jlv
The main issue is network traffic. A full gate makes things pretty busy so it has to be done in a way that uses minimal bandwidth. The only thing that needs to be sent is the height values (which would be a lot of data) or something that they could be derived from. Everything else would be recalculated on the clients.

Re: Erode

Posted: Fri Jul 29, 2011 5:40 am
by Ashes
jlv wrote:The main issue is network traffic. A full gate makes things pretty busy so it has to be done in a way that uses minimal bandwidth. The only thing that needs to be sent is the height values (which would be a lot of data) or something that they could be derived from. Everything else would be recalculated on the clients.
Could you not use the info you already have for placement of opponent bikes to calculate the erosion for each bike (on each players machine)?

Re: Erode

Posted: Fri Jul 29, 2011 5:50 am
by Jones221
jlv wrote:The main issue is network traffic. A full gate makes things pretty busy so it has to be done in a way that uses minimal bandwidth. The only thing that needs to be sent is the height values (which would be a lot of data) or something that they could be derived from. Everything else would be recalculated on the clients.
Does this mean? ITS A POSSIBILITIES?!

Re: Erode

Posted: Fri Jul 29, 2011 11:04 pm
by jlv
It's definitely possible. It's just going to be very tricky to do well. The problem with using the existing bike positions is that those packets aren't reliable data. If they get dropped the game just continues on to minimize lag. So if you used the bike position to modify the track, the track wouldn't be consistent between clients. If you had a lot of packet loss your track wouldn't be as rutted.

There are other features to add that will be easier to do and more useful so I'm not going to tackle this one now.

Re: Erode

Posted: Fri Jul 29, 2011 11:11 pm
by tyskorn
Thanks for coming in here and explaining (speaking gibberish :P ), JLV. :)

Re: Erode

Posted: Sat Jul 30, 2011 3:03 am
by Pumaxcs
jlv wrote:It's definitely possible. It's just going to be very tricky to do well. The problem with using the existing bike positions is that those packets aren't reliable data. If they get dropped the game just continues on to minimize lag. So if you used the bike position to modify the track, the track wouldn't be consistent between clients. If you had a lot of packet loss your track wouldn't be as rutted.

There are other features to add that will be easier to do and more useful so I'm not going to tackle this one now.
In other words. People who skip around like me or Brazilans will have a smoother track than those who have good internet? Not Ping related but Offset related?

Re: Erode

Posted: Sat Jul 30, 2011 3:46 am
by jlv
I was describing what would happen if you used the unreliable bike positions to do it. I wouldn't do it that way. Too inconsistent.

Re: Erode

Posted: Sat Jul 30, 2011 7:45 am
by Ashes
jlv wrote:It's definitely possible. It's just going to be very tricky to do well. The problem with using the existing bike positions is that those packets aren't reliable data. If they get dropped the game just continues on to minimize lag. So if you used the bike position to modify the track, the track wouldn't be consistent between clients. If you had a lot of packet loss your track wouldn't be as rutted.

There are other features to add that will be easier to do and more useful so I'm not going to tackle this one now.

Sure - this does sound tricky then.
Any chance we could get erode back with the dynamic shadows, even if it's only in single player mode?