game unit / particle scheduling ...

game unit / particle scheduling ...

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texane
Posts: 3
Joined: 07 Jan 2008, 23:56

game unit / particle scheduling ...

Post by texane »

Hi,

Could someone point me the function dealing with unit scheduling in the RTS engine? I have been looking around and have seen you are using cobol, does it mean you are using the cobol scheduler for unit scheduling (position update, partcile refresh and so on...)? Is there a central point I may look at?

thanks for helping and for sharing sources, this project is great.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: game unit / particle scheduling ...

Post by lurker »

The code runs an series of update functions each game frame (30 per game second), and runs a slowupdate every 30ish frames. I can't remember the exact number.
And it's C++, not cobol...
texane
Posts: 3
Joined: 07 Jan 2008, 23:56

Re: game unit / particle scheduling ...

Post by texane »

Thanks for the response.
Regarding the cobol part, I was refering to
the COB/ directory, but havenot yet dig more
into this.
If I understand well, let say we are refering to
the Sim/Projectiles::Update(). Is it called on the
server side, every T time as you mentionned, then
the resulting position is sent back to the client?
I would like to know what is scheduled on the
server side and what is on the client one... I am
reading the source code but it is quite big :)

Thanks for helping,
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ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Re: game unit / particle scheduling ...

Post by ILMTitan »

Spring uses a simultaneous simulation model. Every client runs Sim/Particle::Update(), avoiding the need to transmit the results. This creates a lot less bandwidth requirements.

Just about the only thing that is transmitted over the network is Commands given by players.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: game unit / particle scheduling ...

Post by lurker »

And the cob directory is in C++. It's the part focused on running the unit scripts, which are writting in their own language and compile to a .cob file.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: game unit / particle scheduling ...

Post by smoth »

lol cobol.... for an engine.... lol
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: game unit / particle scheduling ...

Post by Tobi »

COB refers to the OTA (original total annihilation) BOS/COB scripting format, not COBOL.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: game unit / particle scheduling ...

Post by Forboding Angel »

smoth wrote:lol cobol.... for an engine.... lol

He didn't know. No sense crucifying him for it. There is nothing funny about that assumption. It made no sense, but obviously he didn't know that. Give the guy a break.

@texane:

bos/cob (BOS is the uncompiled form of COB), is an in house scripting language(if you can really call it it's own language considering that it's not much of a language at all) created by Cavedog for Total Annihilation.

It is actually surprisingly robust, considering it's simplicity. Of course with simplicity comes annoyances, but overall, it does a very good job in the role that it plays. There are various articles in the wiki concerning bos/cob scripting if you need more help.
texane
Posts: 3
Joined: 07 Jan 2008, 23:56

Re: game unit / particle scheduling ...

Post by texane »

Hi,

thanks for the reply. Actually I didnot know about
this language, but I will have a look, it may be of
interest.
I am trying to find a solution for scripted unit scheduling
at server side. It is difficult, since no VM(lua for instance,
game monkey...) allows for a fine tuned control of resource
usage (both memory and cpu time / vm yielding after a given
instruction count...).

Regarding cobol, I actually dont know about the language.
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