Why a Map Without Boundries is a Boring One

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Why a Map Without Boundries is a Boring One

Postby theTrav » Mon Sep 07, 2009 12:14 am

ArPharazon wrote:I don't think the random faggot will make any difference, actually. I mean, to the server it's all just numbers. I imagine it's smart enough to keep only occupied grids in memory, so...

swapping in and out of memory probably isn't the issue so much as how many random faggot's there are and how computationally expensive the generation function is.

Anyway, I was worried a bit first but then I figured hey, these guys know enough Java to write this game and they've given the map thing a lot of thought, I'm sure they're not stupid enough to ignore this obvious a problem. But if they are, oh boy I'm gonna laugh hard.

very insightful, I agree whole heartedly
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Re: Why a Map Without Boundries is a Boring One

Postby sabinati » Mon Sep 07, 2009 1:25 am

loftar has already said that it wouldn't be a problem.
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Re: Why a Map Without Boundries is a Boring One

Postby theTrav » Mon Sep 07, 2009 2:38 am

Ahh, but even gods are wrong some times
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Re: Why a Map Without Boundries is a Boring One

Postby Rift » Mon Sep 07, 2009 3:47 am

Depends on which gods / mythology. Some gods are supposively infallible.
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Re: Why a Map Without Boundries is a Boring One

Postby theTrav » Mon Sep 07, 2009 3:48 am

Rift wrote:Some gods are supposively infallible.

Yes but that doesn't mean they can't be wrong...
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Re: Why a Map Without Boundries is a Boring One

Postby Rift » Mon Sep 07, 2009 3:50 am

* Main Entry: in·fal·li·ble
* Pronunciation: \(ˌ)in-ˈfa-lə-bəl\
* Function: adjective
* Etymology: Middle English, from Medieval Latin infallibilis, from Latin in- + Late Latin fallibilis fallible
* Date: 15th century

1 : incapable of error : unerring <an infallible memory>
2 : not liable to mislead, deceive, or disappoint : certain <an infallible remedy>
3 : incapable of error in defining doctrines touching faith or morals
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Re: Why a Map Without Boundries is a Boring One

Postby theTrav » Mon Sep 07, 2009 3:53 am

Rift wrote:2 : not liable to mislead, deceive, or disappoint : certain <an infallible remedy>


I chose YOU least appropriate definition!
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Re: Why a Map Without Boundries is a Boring One

Postby Devour » Sat Sep 19, 2009 1:41 am

Bump, for both theTrav's shame and the post.
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Re: Why a Map Without Boundries is a Boring One

Postby Amagineer » Sat Sep 19, 2009 5:04 am

Behold! My two cents!

What if, the map expansion is based on a seed value. As a player goes out further, the map is generated for them. The only things the server will ever have to save are the changes to this original seed value. A separate seed thingy could be used for the trees and whatnot as well. Every day, they could add to it or something and new trees would sprout. People going out very far won't be an issue on server load.
~/\/eer
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Re: Why a Map Without Boundries is a Boring One

Postby theTrav » Mon Sep 21, 2009 5:30 am

Loftar has said that server load is not an issue with infinite maps.

Additionally we've had about a month now with a map with massive boundaries, and I don't think pumpkin's fears have been at all realized.
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