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en:tag:informatique:ryzom_core:start [2016/12/30 18:54] – [Sources] Domperssen:tag:informatique:ryzom_core:start [2016/12/30 19:09] Domperss
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 The graphics data are essentially ".max" files, readable only by the program "3DSMax", used(firstly) to be edited by it and then(via the plugin) create the data for the game itself. It also contains textures(as .png in general) and particle systems, which can be modified with Object Viewer. When you launch the "pipeline"(an building environment), it then transforms all this data to files with the correct formats for the game. The graphics data are essentially ".max" files, readable only by the program "3DSMax", used(firstly) to be edited by it and then(via the plugin) create the data for the game itself. It also contains textures(as .png in general) and particle systems, which can be modified with Object Viewer. When you launch the "pipeline"(an building environment), it then transforms all this data to files with the correct formats for the game.
  
-From this we get the game data(data sheets and primitives)! If these "data sheets" are modified, they must be recompiled for the client and implemented back into the server(with a followed restart and also __provide it to the clients__ of course, like for ex: a patching system). So every time you want to create a new object, a new skill etc... **you have to do a quick recompile** and restart again, then patching of the clients should follow. The Ryzom patchlet system is almost fully operational(it is not yet fully deployed due to compatibility concerns of the latest LUA version regarding Windows), but when all this is fixed, it will surely be implemented). The primitives are the most flexible of the data, because it's easier to reinstall without having to re-launch the entire shard.+From this we get the game data(data sheets and primitives)! If these "data sheets" are modified, they must be recompiled for the client and implemented back into the server(with a followed restart and also __provide it to the clients__ of course, like for ex: a patching system). So every time you want to create a new object, a new skill etc... **you have to do a quick recompile** and restart again, then patching of the clients should follow. The Ryzom patchlet system is almost fully operational(it is not yet fully deployed due to compatibility concerns of the latest LUA version regarding Windows), but when all this is fixed, it will surely be implemented). Moving on to the primitives, they are the most flexible of all the data, because it's easier to reinstall without having to re-launch the entire shard.
  
 And lastly, the sources for the executables are very large!! The client sources(coded in c ++), the server and the 3D game engine are all created specifically in this way(and all is called "NeL"). The Tools sources contains Ryzom Core Studio but also a number of different online utilities(used by Command prompt) and there's also the 3SMax plugin. Pretty much everything is there!!. The running compilation(when you compile) drops the results into various directories, interspersed according to the options specified by the compiler. And lastly, the sources for the executables are very large!! The client sources(coded in c ++), the server and the 3D game engine are all created specifically in this way(and all is called "NeL"). The Tools sources contains Ryzom Core Studio but also a number of different online utilities(used by Command prompt) and there's also the 3SMax plugin. Pretty much everything is there!!. The running compilation(when you compile) drops the results into various directories, interspersed according to the options specified by the compiler.
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 \\ We have made a presentation with information on how to organize our "repositories and contributions". \\ We have made a presentation with information on how to organize our "repositories and contributions".
 <WRAP right round box 47%> <WRAP right round box 47%>
-<WRAP centeralign> **Primitives**</WRAP> +<WRAP center align> **Primitives**</WRAP> 
-  [[en:tag:informatique:ryzom_core:datasheet:primitives:start|Primitives documentation]]+[[en:tag:informatique:ryzom_core:datasheet:primitives:start|>Primitives documentation<]]
 </WRAP> </WRAP>
 <WRAP round box 47%> <WRAP round box 47%>
 <WRAP center align> **Data sheets**</WRAP> <WRAP center align> **Data sheets**</WRAP>
-The game data is based on datasheets, which let you create the characteristics of the basic elements(like objects, creatures, etc..).+\\ The game data is based on datasheets, which let you create the characteristics of the basic elements(like objects, creatures, etc..). 
 +\\ 
 +\\ [[en:tag:computer:ryzom_core:datasheet:start|>Directory of data sheets types<]] 
  
 <WRAP center align> <WRAP center align>
-  * [[en:tag:computers:ryzom_core:datasheet:start|????]] 
   * [[en:datasheets2|Presentation of the structure of the data sheets]]   * [[en:datasheets2|Presentation of the structure of the data sheets]]
   * [[en:ds:rcdsparentage|Inheritance in data sheets]]   * [[en:ds:rcdsparentage|Inheritance in data sheets]]
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en/tag/informatique/ryzom_core/start.txt · Last modified: 2021/12/03 19:19 by 127.0.0.1

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