I don't think zones create warp lanes. They define what warp lanes can connect to.
If the player or AI want to construct a warp lane, they will have to specify which zone the lane starts in and which one it ends in.
If you create a zone, it does not automatically create warp lanes. You or the AI will have to construct those.
Post
Sun Mar 23, 2014 6:17 am
#107
Re: Zones
That would be a very smart and intuitive way to tell LT where you want a highway to be. Good thinking !
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Post
Sun Mar 23, 2014 7:05 am
#108
Re: Zones
Latest from Josh:
Think of zones not in terms of ownership but more as a pathfinding aid. Their purpose is to allow players/AI to determine how to get from point A to point B
Like: "I'm in Reno, which highways do I take to get to Miami and what states do I go through"
He is yet to decide how zones are implemented when two stations are built next to each other. Either they flatten next to each other or the bigger station encroaches on the smaller one.
He also says size is static.
Think of zones not in terms of ownership but more as a pathfinding aid. Their purpose is to allow players/AI to determine how to get from point A to point B
Like: "I'm in Reno, which highways do I take to get to Miami and what states do I go through"
He is yet to decide how zones are implemented when two stations are built next to each other. Either they flatten next to each other or the bigger station encroaches on the smaller one.
He also says size is static.
Post
Sun Mar 23, 2014 7:08 am
#109
Re: Zones
From where is this info? Irc? Bit early for him so show upSasha wrote:Latest from Josh:
Think of zones not in terms of ownership but more as a pathfinding aid. Their purpose is to allow players/AI to determine how to get from point A to point B
Like: "I'm in Reno, which highways do I take to get to Miami and what states do I go through"
He is yet to decide how zones are implemented when two stations are built next to each other. Either they flatten next to each other or the bigger station encroaches on the smaller one.
He also says size is static.
Post
Sun Mar 23, 2014 7:52 am
#111
Re: Zones
Let me try to clarify a little more:
A zone is just intended to be a simplified way to think about space. Much like countries. By putting a (possibly-abstract) boundary around a piece of space and calling it something, you make it easier to describe and reason about it. Bit hard for me to talk about culture and climate with respect to lat / long, but if you ask me how are the people in Tennessee, suddenly that's a question I can answer. Just as we think about a group of molecules in terms of the 'object' that they constitute, so it also helps us to create an abstraction for thinking about space. We've already done so with 'systems' and 'regions,' but it definitely helps to have something at the sub-system level.
So in that way, a zone is an aid for understanding. Yes, it helps to simplify pathfinding. Yes, it helps to simplify ownership mechanics. Yes, it helps to simplify both the player and AI's understanding of the connectivity and structure of space. None of those are really the primary purpose, but they're all great consequences of the fact that it is now easier to reason about space.
Hope that makes some amount of sense
As for static vs. dynamic zones - the issue is yet to be decided
A zone is just intended to be a simplified way to think about space. Much like countries. By putting a (possibly-abstract) boundary around a piece of space and calling it something, you make it easier to describe and reason about it. Bit hard for me to talk about culture and climate with respect to lat / long, but if you ask me how are the people in Tennessee, suddenly that's a question I can answer. Just as we think about a group of molecules in terms of the 'object' that they constitute, so it also helps us to create an abstraction for thinking about space. We've already done so with 'systems' and 'regions,' but it definitely helps to have something at the sub-system level.
So in that way, a zone is an aid for understanding. Yes, it helps to simplify pathfinding. Yes, it helps to simplify ownership mechanics. Yes, it helps to simplify both the player and AI's understanding of the connectivity and structure of space. None of those are really the primary purpose, but they're all great consequences of the fact that it is now easier to reason about space.
Hope that makes some amount of sense
As for static vs. dynamic zones - the issue is yet to be decided
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sun Mar 23, 2014 7:57 am
#112
Re: Zones
I still reckon it's all ping pong balls, rubber bands and jelly.
Post
Sun Mar 23, 2014 8:03 am
#113
Re: Zones
Josh:
Id personally opt for dynamic zones, because
Example:
Big spacestation in the middle of nowhere, but at the crossroads of a few jumpgates/holes.
How do you adress the "area around waypoint station" without creating a zone?
Because anyone would use the station as reference point if he is in the general area.
Id personally opt for dynamic zones, because
Example:
Big spacestation in the middle of nowhere, but at the crossroads of a few jumpgates/holes.
How do you adress the "area around waypoint station" without creating a zone?
Because anyone would use the station as reference point if he is in the general area.
Post
Sun Mar 23, 2014 8:06 am
#114
If it is the way I go, then the implementation will be bounded ellipsoidal 'metaballs' as you called them. What this really means is that we are just choosing the nearest 'reference point' that is within some distance threshold, and takes into account scale. And that is considered to be our zone. In dense regions, the result would essentially be a 3D version of today's political maps.
Re: Zones
It's the way I'm leaning, as I like the idea of thinking of a zone as a 'reference point.' I like the idea of a zone as being the answer to the question: "hey, where are you right now?" (And not just xyz coordinates )Cornflakes_91 wrote:Josh:
Id personally opt for dynamic zones, because
Example:
Big spacestation in the middle of nowhere, but at the crossroads of a few jumpgates/holes.
How do you adress the "area around waypoint station" without creating a zone?
Because anyone would use the station as reference point if he is in the general area.
If it is the way I go, then the implementation will be bounded ellipsoidal 'metaballs' as you called them. What this really means is that we are just choosing the nearest 'reference point' that is within some distance threshold, and takes into account scale. And that is considered to be our zone. In dense regions, the result would essentially be a 3D version of today's political maps.
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sun Mar 23, 2014 8:12 am
#115
Re: Zones
First: i did not call them metaballs, they were already named as such, just used the concept.
I still see some problem with lots of overlapping spheres, how do you adress that?
Just use the strongest influence? some "im between waypoint station and the solaris jumpgate" approach or merging as i already suggested "im near station group 3"
I still see some problem with lots of overlapping spheres, how do you adress that?
Just use the strongest influence? some "im between waypoint station and the solaris jumpgate" approach or merging as i already suggested "im near station group 3"
Post
Sun Mar 23, 2014 8:16 am
#116
Right, I would just select the maximum, and there is no such thing as overlap when selecting the max.
Re: Zones
I know, I just wanted to confirm the referenceCornflakes_91 wrote:First: i did not call them metaballs, they were already named as such, just used the concept.
I still see some problem with lots of overlapping spheres, how do you adress that?
Just use the strongest influence? some "im between waypoint station and the solaris jumpgate" approach or merging as i already suggested "im near station group 3"
Right, I would just select the maximum, and there is no such thing as overlap when selecting the max.
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sun Mar 23, 2014 8:19 am
#117
Re: Zones
You can have sub-zones flattening against each other, and a super-zone being created as a skin around them.
"I'm near Steve's shipyard, waypoint station group."
"I'm near Steve's shipyard, waypoint station group."
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Sun Mar 23, 2014 8:22 am
#118
Re: Zones
If a zone is really a reference or a point of interest, I don't see a reason to merge or modify them.
A zone might be owned, but this ownership doesn't need to involve another zone. It might as well be a sphere of influence exhumed from the station you built, or ship you parked.
A zone might be owned, but this ownership doesn't need to involve another zone. It might as well be a sphere of influence exhumed from the station you built, or ship you parked.
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Post
Sun Mar 23, 2014 8:25 am
#119
But i agree on the general idea
Re: Zones
No need to flatten them when using maximum values, as this happens "automatically"McDuff wrote:You can have sub-zones flattening against each other, and a super-zone being created as a skin around them.
"I'm near Steve's shipyard, waypoint station group."
But i agree on the general idea
Post
Tue Mar 25, 2014 7:24 am
#120
Re: Zones
sqrt( a1*a1 + a2*a2 + ...) would work, where each a term is the influence. Correct for sign, and scale each term by distance, and you'd have the transitions between zones too
Alternatively, you could throw it all into a scalar field/blob equation to get a value at a point. Throwing that into a solver can get you a displayable isosurface of influence (64^3 should be good for a scanner view, and a good candidate for periodic background GPU processing), but I'm only suggesting that to tease Josh
Alternatively, you could throw it all into a scalar field/blob equation to get a value at a point. Throwing that into a solver can get you a displayable isosurface of influence (64^3 should be good for a scanner view, and a good candidate for periodic background GPU processing), but I'm only suggesting that to tease Josh