Tips, tricks and other techniques.
Posted on June 1, 2004 at 20:49
If you do be the kind o’ Captain who sails the seven seas o’ Thereia a-seekin’
and a-searching for the Thereian like o’ Cap’n Ahab’s great white whale, get
yourself down to the chandler’s and pick up a copy o’
Cap’n Ahab’s helper…
Posted on May 30, 2004 at 15:21

Here’s an interesting picture taken as the result of some accidental aerobatics
in the Cannery area. If your point of view is under the water, you can see that
all of the wooden pillars on which the piers stand are actually much longer than
you can see from above the surface, and come to a point at some great depth. In
other words, they are not square posts at all but inverted square-based
pyramids.
The reason things are done this way is to save on rendering resources in your
client machine, where the basic unit of cost is often the simple triangle. A
square post of any height has two triangles per face, so a total of 12 triangles
in all. A square-based pyramid, on the other hand, has two triangles on the
base (the top of the post in this case), one triangle per side and of course no
bottom face at all. This gives a total of only 6 triangles, a saving of 50%.
The extremely elongated pyramids still look like square posts if you only
look at the portion above the surface.
Posted on April 27, 2004 at 10:40
I love walking around There and listening to the music people are playing; it
adds tremendously to the feeling of “place” when you can walk up to someone’s
zone and hear the same music they do.
Sometimes, though, particularly in crowded areas where you don’t want to pay the
bandwidth and lag costs, it can be nice to turn radios off. Unfortunately, the
obvious solution (turn down the volume knob, or the There music volume slider)
doesn’t actually disconnect you from the radio station in the current release
(V2.06). Walking up to an individual radio and muting it manually does
disconnect you from the station, but doesn’t work very well in an area with
multiple speakers.
Although this issue is apparently going to be addressed in a future release of
There (V2.10), I’ve decided to make my personal
loudspeaker muting program available
for download to anyone who would like to try it. This program works just like
walking up to every loudspeaker you can see and pressing mute on each one.
Posted on March 24, 2004 at 20:28
I’ve been collecting technical snippets about There since I joined last
November, and I’m sure a lot of other people have their own private collection.
More recently, I’ve been organising the information I have and combining it with
contributions from other people to build a There
Technical Wiki.
For the moment, the Wiki is publicly readable but only editable by people with
edit passwords. I’m very open to handing out editing passwords to anyone who
wants to contribute, though, so please get in touch with me if you want to get
involved. If you just have some useful information but don’t want to go through
the hassle of organising it and getting registered, just e-mailing it to me or
sticking it on as a comment to this entry will work fine.
Posted on February 3, 2004 at 14:31


I saw this
Happy
Vertical People Transporter the other day in a portazone outside Zephyr. It
is made of a stack of the lowest angle “kick” ramps carefully tweaked so that
when a male avatar walks in, There’s collision algorithm pushes the avatar up
through each successive layer. As I understand it, a female avatar (being
slightly less tall) needs to keep walking forward to make this particular
elevator work, but it is possible to tune the stack for different heights.
Posted on February 2, 2004 at 09:37

These artful ruins were created to the East side of the Oasis village some time
ago, but I’ve only recently managed to get a clean image of them (even this one
needed a little retouching). The ruins are partially visible from the main
plaza and help to break up the eastern edge of the village.
Constructed by villager Terrapin, you can see a half-buried deck used as a
sand-covered ruined floor. This is possible because the ground is uneven here
and when placing a deck, only the very center of the object is used as a height
reference. Thus, while the center of the deck will always be above ground, the
edges may be partially obscured. Rocks and plants are by marisa9.
Posted on January 26, 2004 at 16:28

I’m a member of Josie2’s Adventure Quest Club; this month I qualified for the
monthly chest award for the first time. The image shows the January chest, gold
with red jewels inside.
In the top-left corner, you can see the chest from a fair distance; top-right is
slightly closer: you can see that the chest has opened slightly! Similarly, in
bottom-left and bottom-right you can see the final transition to a “fully open”
state.
Given that object builders don’t yet have the ability to “script” objects, how
can this be happening? I believe that the designer (Jeff) is taking advantage
of the fact that each object in There is actually designed at several “levels of
detail” or LODs: the idea being that as you move further from an object, you
need to see it at a lower level of detail and a simpler model can be used. In
the usual case, the lower-detail models are just simplified versions of the
highest detail one; in the case of the award chests the different models have
altogether different shapes, thus leading to the pseudo-animation shown.
Posted on January 17, 2004 at 15:53

Having seen pixiemoto’s
spaceship recently, I couldn’t resist going to Tyr and seeing what Tophe’s
new Green Glow Industrial Columns looked like in the darkness. I couldn’t find
any already in use, so I rented a couple from auctions and threw them up in a
temporary portazone near the Boneyard. The simple answer is: they are awesome.
The columns appear solid (you can’t walk through them) but that doesn’t stop you
from using the “hoverpack trick” to get inside them, as the picture shows. The
hoverpack trick just involves hoverpacking up close to an object, facing it,
then jumping off. There’s collision detection logic doesn’t seem to work during
the dismount animation, and the result is that you can use this trick to get
through walls or even jump inside an apparently solid object.
It’s Fun to use Learning for Evil!
Posted on January 10, 2004 at 17:17

The Caldera Sun-Times recently ran an art competition. The competition’s grand
prize (one of freddie’s amazing Origami Tiger hoverbikes) was awarded to
Kangaroo, seen here with the animal suitably caged.
What you can’t see here (and the reason I’ve placed this item in the Techniques
category) is that as you approach this tiger, it makes a most un-There-like
roaring sound that has astonished many an onlooker and not a few passing
hoverboat passengers.
The clue to this is the radio you can just see hidden behind Kangaroo’s chair:
it is tuned to a custom Shoutcast channel sourced from his home computer,
broadcasting a loop of various “roaring tiger” sounds. Anyone approaching the
cage will hear this as long as they have made the small one-time purchase of the
music pack or transitioned from the original There beta program.
Of course, pulling off something like this requires a fair degree of technical
sophistication, but I can’t help feeling that this technique might be used in a
lot of places to give custom ambient sounds to a location or even just provide a
public address system for events.
Posted on January 10, 2004 at 14:49


Kangaroo is one of those people who likes to push the envelope a little bit.
Newbies to There quickly find out that the sea is solid; most people know that
buggies travel faster over water than over land for some reason, perhaps to
allow quicker travel between islands. A few people have noticed that balls
bounce differently on the sea than on the land in that they don’t bounce lower
and lower in the way you would expect; this may be related somehow to the buggy
effect. Kangaroo is the only person I know who has pushed things to the limit
and used this effect to make a perpetual motion machine.
The picture shows Kangaroo standing behind his construction, which as you can
see is made out of four walls with windows plus one roof all placed in a casual
portazone. You can put one or more soccer balls into such a cage and they will
bounce forever in a quite hypnotic fashion. Drop a couple of dogs in there for
the maximum fun; they really seem to enjoy this setup and will run round and
round in circles after the balls.
You’ll find that if you drop one of the larger “feelium” balls over the ocean
that it appears to vanish; in fact, it is just going straight up faster than you
can see. You can verify this by putting out a large builder portazone with a
large deck placed at its top, then dropping a feelium ball from a hoverpack
directly under the deck and retreating rapidly to a safe distance before the
ball hits the sea. The result is similar to Kangaroo’s cage but on a much
larger scale and with much faster movement.