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Net::World and custom generated world
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kulesz Offline
Member

Post: #1
Net::World and custom generated world
According to EE documentation, Net::obj must have a world set, to work properly.
In MMO code it's done by:
Code:
Net ::World*world =Net::Worlds("world/mmo.world");
setWorld(world, position); // set world and position

What do I need to do, if server doesn't load world and client generates it in the runtime (application doesn't have a common, static world)?
11-16-2011 06:48 PM
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rndbit Offline
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Post: #2
RE: Net::World and custom generated world
then you do not rely on esenthel to handle things for you. you do stuff yourself. like we did - we use our own network handling code, we spawn objects dynamically, we move objects accordingly when certain packets arrive...
11-17-2011 08:37 AM
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kulesz Offline
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Post: #3
RE: Net::World and custom generated world
(11-17-2011 08:37 AM)rndbit Wrote:  you do stuff yourself. like we did - we use our own network handling code, we spawn objects dynamically, we move objects accordingly when certain packets arrive...

I'm doing exactly all what you wrote, but I'm doing it with the support of EE (that's the reason of it's buy) :-)
If I'd like to do everything myself, I'd wrote my own engine.
(This post was last modified: 11-17-2011 10:02 AM by kulesz.)
11-17-2011 10:02 AM
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Esenthel Offline
Administrator

Post: #4
RE: Net::World and custom generated world
you don't need to have world/mmo.world on the server
you can safely use Net::Worlds("world/mmo.world"); without having the world.
It will succeed, and create a Net::World object
11-17-2011 01:39 PM
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kulesz Offline
Member

Post: #5
RE: Net::World and custom generated world
Oh, nice "trick" :-)
11-17-2011 01:59 PM
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Dandruff Offline
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Post: #6
RE: Net::World and custom generated world
i like to sound smart too, but it doesn't work :(
11-30-2011 12:52 AM
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