cluster system

Added by marean over 6 years ago

could anyone can tell me what's the cluster system and how to use it ? thx!


Replies (5)

RE: cluster system - Added by TcR1oo565 over 6 years ago

I can't found any information about cluster system in ryzom?

There is a lot of diffrent cluster system from diffrent vendors like oracle or veritas.

More information about cluster system:
http://en.wikipedia.org/wiki/Computer_cluster

RE: cluster system - Added by sfb over 6 years ago

TcR1oo565 wrote:

I can't found any information about cluster system in ryzom?

There is a lot of diffrent cluster system from diffrent vendors like oracle or veritas.

More information about cluster system:
http://en.wikipedia.org/wiki/Computer_cluster

Those clusters are completely different from what NeL refers to as clusters.

A cluster is an area of occlusion and a portal is a gateway between this. The cluster system, which resides in NL3D, is a means for clipping geometry from/to indoor scenes. By indoor scenes we mean seamless indoor scenes which do not require a TP to reach the indoors instance. A portal is in invisible piece of geometry defined in the modeling package that defines a barrier between two clusters and/or the outside of the cluster system.

You can see some of the modeling package support for this under Accelerators in the UsingMaxAssets page.

Unfortunately I couldn't find the documentation on our current site but I was able to reference an old site that I keep running for just such a purpose. Here's the little bit of code documentation I have on non-Ryzom projects (for example projects using just NeL) being able to use clusters.

Old OpenNeL Documentation

Thanks and hope this helps!

sfb
/s

RE: cluster system - Added by TcR1oo565 over 6 years ago

Yes, interesting.

I guess its simular to other game system with instance and zone.

Thanks sfb

RE: cluster system - Added by sfb over 6 years ago

TcR1oo565 wrote:

Yes, interesting.

I guess its simular to other game system with instance and zone.

Thanks sfb

Not entirely certain that's accurate either. It's just a means for camera occlusion to limit the geometry rendered in scene based on position and the type of "portal" between clusters. Portals control how occlusion is performed between clusters (or parent and child). It's a 3D technique not a game technique in the sense you're thinking. It's not an "instance" like in WoW or a "zone". It's simply a tool for 3D people to define visible geometry within a given scene.

We also use the words "instance" and "zone" differently. A "zone" is a 160x160 patch of landscape and an "instance" is one copy of a shape. So if you had 300 trees in the NeL engine you would have 1 tree shape and 300 instances. This is also a common 3D technique used for batching. When speaking in terms of NeL it is easy to confuse these common terms since they're ambiguous if you do not differentiate what level of the engine you're speaking of. NeL is very low level.

Thanks,

sfb
/s

RE: cluster system - Added by TcR1oo565 over 6 years ago

Thanks for the description.

Significantly lower level when it comes to 3D instead server cluster systems :-)

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