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The latest article is up at the AO community site, written by Trond Ivar Hansen (aka Jim Salabim), designer for AO. It deals with maximum range in the game and is interesting if you want to know more about game mechanics. Here's a bit about how world data is handled:
Your character has a limited access to information about her/his surroundings. AO does not load all the data about the Playfield you are in as you enter it. Rather we use a "field of perception" that changes as the character moves around. (The advantage you gain from this is a shorter wait while a new Playfield is loading, and a better overall graphic quality). This "field" is a square, 40x40 meters wide (The red square in the example). Additionally you get information from the 8 "fields" to the right, left, in front, behind you and at the diagonals (The pink squares in the example). The "field" does not move with you, rather it changes when you reach the border of the field. You may imagine every Playfield being covered by an invisible grid - containing square fields like this. |
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