Hello everyone, nice forum you seem to have going here.
I've got a few questions about the abilities of the current unreal engine. I've got answers to most of my questions but some still linger in the back of my head unanswered. Questions like..
1. Is there a limit to how huge you can make your maps? The approach i have for my ideas so far is to have the whole world in one big "streaming" map. Actually more of an universe than a classical square map. Lineage 2 which to my knowledge is built upon an older Unreal engine has the gameworld set up allmost like this. What i want to know, is to what extent this can be done.
2. Can the "gravity vector" be changed in-game and can there be several "gravity vectors" present in the current map? With spheres of influence for each?
3. Again bringing up Lineage 2, i was pondering the matter of server load. A standard UT2004 server is rather heavy to run even with 32 players. How does Lineage 2 cope with their massive server load? My guess is that the netcode is far frome closed for further development and that they have modified it from the current form of thin clients to use client side interpolation and lesser pollings. Is this correct do you think?
4. Why the hell has my roomate devoured my supply of coffee?
(more questions will follow, and btw.. i did rtfm)
I've got a few questions about the abilities of the current unreal engine. I've got answers to most of my questions but some still linger in the back of my head unanswered. Questions like..
1. Is there a limit to how huge you can make your maps? The approach i have for my ideas so far is to have the whole world in one big "streaming" map. Actually more of an universe than a classical square map. Lineage 2 which to my knowledge is built upon an older Unreal engine has the gameworld set up allmost like this. What i want to know, is to what extent this can be done.
2. Can the "gravity vector" be changed in-game and can there be several "gravity vectors" present in the current map? With spheres of influence for each?
3. Again bringing up Lineage 2, i was pondering the matter of server load. A standard UT2004 server is rather heavy to run even with 32 players. How does Lineage 2 cope with their massive server load? My guess is that the netcode is far frome closed for further development and that they have modified it from the current form of thin clients to use client side interpolation and lesser pollings. Is this correct do you think?
4. Why the hell has my roomate devoured my supply of coffee?
(more questions will follow, and btw.. i did rtfm)