Jun 01 2007

A route to the past: Magellan 2 (Part III)

Tag: Code,ProgrammingAdam Wright @ 7:58 pm

Right, we left off (a long while ago), having looked at the basic dungeon layout. The question was, how do we turn the geometry of a dungeon cell into a two dimensional map? Let’s look at a (badly, hand) drawn section of a dungeon wall. It’s got a floor, some obvious wall, and a little “hump” – some kind of rock, or bizarre architectural anomaly (it is a dungeon, after all).

Vector art image of dungeon geometry

We can see the raw triangles in 3D, and we’d like to get this down to a set of lines in 2D (we can draw lines very easily using the APIs available to us). To accomplish our goal, we’ll need to think about what we actually want to see on the map – showing the floor, and little lumps and bumps is not really useful information for people. The only real obstructions that they’ll want to see mapped are the extents of the dungeon – the walls.

How can we distinguish a wall from the geometry? Well, the distinguishing fact I used in my simple algorithm was that it’s vertical – everything within a certain tolerance of the vertical axis is a “wall”, and would appear on the map.

On this diagram, we see the tolerance region – all polygons that are upright enough to be contained within the triangle are going on the map. Let’s remove everything that’s outside the verticality acceptance region, and see what we’ve got left.

Tolerance region for wall verticality

Not bad – everything remaining looks pretty damn wall like to me. All we’ve now to do is turn this into a set of lines, discard the vertical components, and we have a reasonable 2D representation of the dungeon block we can use to map.

The final wall geometry

That’s pretty much it for Magellan 2 – once these line blocks are collected, they’re simply transformed (by some simple mathematics) to deal with the translation and rotation of the dungeon relative to the current viewpoint of your character. Rendering them to the screen is just a case of taking each line, transforming it, and then telling Decal “draw this line starting here and ending here”.

There are plenty of problems with this approach (some of which manifested themselves in the released version); however, this explains the basic concept (which was all I set out to do). One day, if there’s interest, I might write about these design faults, and the potential improvements that could be made.


Apr 11 2007

A route to the past: Magellan 2 (Part II)

Tag: Code,Mathematics,ProgrammingAdam Wright @ 11:29 am

Just to clear up some misconceptions, the point of this article is not to recreate the plugin, or repair it for the modern Asheron’s Call. The plan is to write a set of articles on how it was created, and why it (in general) worked. Those looking for a replacement would do well to visit http://www.flynn1179.me.uk/ac/?minimap and see the impressive looking work that Thorfinn Sigurdssen has been doing (Disclaimer: I have neither personally tested this, nor been contacted by the author).

Last time, we left off having made a series of educated guesses about how the dungeon system in AC works. From our observations, we’ve noted that every dungeon seems to be laid out in a giant 3d grid of cubes – assembled as if from lego bricks, prefabricated elements of dungeon.

AC Dungeon template

We can see the prototypical dungeon template above – each little cube is ready to be filled with a one of a choice of dungeon blocks by an eager designer. A template block might look as follows.

AC2 Dungeon cell

This one is taken from my Asherons’s Call 2 archives (so don’t go looking for it in game), but it illustrates the point. The player walks around on the interior (the complex looking set of triangles), and the rest of the cube is filled with virtual nothingness – in this fashion, we can make our big cubes look like caves, temples, whatever is needed (rather than a boring apartment block).

We could take four of the above dungeon elements (that we call dungeon cells), rotate them around and put them into adjoining cubes in the template to create a donut dungeon – a giant loop. Obviously, it’s up to the designer to ensure that there’s no corridor or tunnel that leads into an unfilled cube (and hence into the void).

This is all well and good, but now that we’ve made a plausible (and in this case, rather educated) guess at the dungeon structure, how does it help us? Our task is to draw a map of the walls of the dungeon, not big wireframe meshes stuck around the place! So, tune in next time to see a little bit of simple mathematics that will transform the above into something more useful for our purposes.


Mar 27 2007

A route to the past: Magellan 2

Tag: Code,ProgrammingAdam Wright @ 8:38 pm

It’s been a long time since I posted anything here, but as I only write when I have both time and something to say, it’s not that surprising. I’m moved to put fingers to keyboard today to discuss something I still get regular e-mails about – an old Decal plug-in, Magellan 2, for Asheron’s Call (for those who don’t recognise these terms, an older article series might be interesting).

The main function of Magellan 2 was as a dungeon mapping system – it would automatically generate real-time wireframe overviews of any dungeon as you walked around it. There’s nothing particularly amazing about it; indeed, retrospectively, a lot of how it worked was naive at best and bad at worst. However, a lot of people seemed to like it, and I still get about an email a fortnight asking for source code & technical information. So far, I’ve been sending out the code about once every 3 months, to give each person a chance to repair the code and publish something, alas to no avail. Hence, I figure it’s time to publish something more general and see what people can create.

Magellan 2 mapping screenshot

Now, Magellan 2 did more than just map dungeons but the additional functionality (place search etc) is pretty trivial data management and nothing we’re interested in. We’ll be focusing on the map generation, but I’m not going to write this as a detailed set of technical specifications – more as a journey of creation suitable for all who are interested. Hopefully the information contained within, plus additional downloadable material will give people everything they need to recreate the work, if they want to.

Phase One : The problem

What we want: To create a client integrated real time usable map display of any dungeon a player wanders into, something that will help them both find their way around and allow them to explore the full depth of the dungeon (no more missed turns!).

What we we know: We have two data files, “cell.dat” and “portal.dat”, which form an archive of many thousands of smaller files. We also have some vague idea of how the AC client software deals with the problem – we know that when we enter a new dungeon, some data is downloaded and the “cell.dat” file gets larger. We also know, from our many years of dungeon crawling, that dungeons are very “modular” in design – they seem to be built out of standard components, reused many times within the dungeons.

What we can do: We can read the files contained in the cell.dat and portal.dat archive files. We can also, via Decal, draw onto the players screen, and find out their location and orientation in the world.

The challenge is set! Over the next few articles, we’ll see what we can create.


Sep 12 2006

Another Zen Usage Checker Update

Tag: ProgrammingAdam Wright @ 5:13 pm

Zen made another small portal code change today, sadly breaking the usage checker (screen scraping is about as robust as a fine glass cricket bat). I’ve updated the code, but this is again a mandatory upgrade , so download now!.


Aug 13 2006

Zen Usage Checker Update

Tag: ProgrammingAdam Wright @ 6:15 pm

A small update for the users of Zen Usage Checker. Version 1.1 is now uploaded, and supports the recent portal changes (as well as adding proxy support, and fixing a buglet with the pie chart rendering).

This is a mandatory upgrade (all previous versions have stopped working), so download now!.


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