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Here ya go Cale
Old 05-03-2010, 09:09 AM   #1
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Default Here ya go Cale

Sorry it took me so long.
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Old 05-03-2010, 02:54 PM   #2
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Wait, this isn't the forum Mulch requested for Midget Porn?
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Old 05-03-2010, 10:20 PM   #3
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Is there a forum where Mulch DOESNT request midget porn?
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Old 05-03-2010, 10:23 PM   #4
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I can see that you two are going to be very great assets indeed when it comes to a serious discussion and evaluation of the strengths and weaknesses of the Blue Mars model.
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Old 05-03-2010, 10:31 PM   #5
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Mulch won't be getting anything he requests around these parts.
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Old 05-04-2010, 12:42 AM   #6
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Originally Posted by Cale Vinson View Post
I can see that you two are going to be very great assets indeed when it comes to a serious discussion and evaluation of the strengths and weaknesses of the Blue Mars model.
Cale, am I EVER an asset when it comes to serious discussions?
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Old 05-05-2010, 01:55 PM   #7
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I can see that you two are going to be very great assets indeed when it comes to a serious discussion and evaluation of the strengths and weaknesses of the Blue Mars model.
They got models?
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Old 11-19-2010, 12:51 PM   #8
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*bump*

Would love to hear any updates on your experiences Cale. I wish Desmond would pop over here and regale some info.
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Old 11-22-2010, 09:54 AM   #9
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*bump*

Would love to hear any updates on your experiences Cale. I wish Desmond would pop over here and regale some info.
Well, I'm kinda hanging in by the skin of my teeth here.

Its been a really odd ride. With SL, I was always waiting/hoping for LL to *add* stuff - things like meshes (preferably with animation), support for other languages than LSL via mono, etc. But waiting for a large company to move in "your" direction is a mug's game.

With BM, I felt I was on much more solid ground. Afterall, they were *starting* with CryEngine, and we knew that that could be used to make high-quality games. What I didn't predict was that AR would actually *remove* some of the strongest elements from their implementation of CryEngine in BM. I'm sure they had their reasons - perhaps the networked multiplayer that worked so well in Crysis for 10 players would not have scaled to the hundreds of players they wanted per city.

But the current multiplayer support for anything beyond "walking around a static environment and looking at other avatars" is pretty awful. Now, OK, its not SL I knew that. I knew that you had to write code to "synchronise" objects, so that when Tom moved a box, Jack saw the box move too. Then we get that the update frequency is one second (or a little better). That's an eternity if you're racing two cars around a track. But OK, maybe we can code around it, maybe we can add some client-side prediction to smooth things out. But then we discovered that there's a range over which synchronised objects can communicate and its *25m*.

Even Daniel Ravenest, one of BM's greatest spruikers is realising that these sync issues are actually fundamental:

Quote:
I will ask the AR Staff then: If this is an MMO (as it states on login when it fails to load) with multiple people in the same region, why was it not designed from the start so that
changes to objects are synchronized? If it is not, then what we have is not a multiplayer world. What we have are separate instances of single player games in separate states, where the players happen to be able to communicate.

I just realized what a fail that is for my houses. The doors are not in sync, and neither will the light switches be. So when a resident "turns down the lights" to set a romantic mood,
nothing will happen for the other player. Most people don't buy houses to sit in them by themselves. They want to do things with other people, to socialize. And that means each person needs to see the same things at the same time.

If you try and tell me I need to set up an external database to track and distribute object states, well, I don't know how to do that. I expect that 90% of developers won't. It needs to be done right, once, by the platform designers.
(http://create.bluemars.com/forum/vie...t=2309&start=0 (*))

BM is still young. It took SL *years* to get to its current state. Perhaps three years from now we'll look back and laugh at these sync issues. But that puts me back in the "waiting for features" game I was trying to avoid. I'm at a bit of a loss to be frank. I'm not going back to SL for anything beyond socialising - I don't think the "SL model" will ever work for the stuff I'm interested in programming. I might stick with BM and pray. I might wait for the free CryEngine release which CryTek announced back in April, and work with that instead. There's no money to be made that way, but that was never an issue for me anyway.

Well, that was doubtless 10x more words than you wanted - but I'll offer my standard defence: "you did ask!".

ps. I don't want to leave the impression that my views above are universal, or even prevalent in the BM community. Many of the big city developers seem as committed to their projects as ever.

(*) I don't think I'm "outing" Daniel - I can read the BM forum posts even when not logged in, ie., they're public.
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Old 11-22-2010, 10:00 AM   #10
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Thanks very much Cale I appreciate it and you mirror a lot of what I had already researched and 'knew'. I've been in a total of 3 times and am still unimpressed over a span of over a year now. The system requirements are ridiculous as well and will always hamper the growth in my opinion. Of course, they knew that going in with a choice of the Crysis engine.
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