Zaroff
RunUO Web Developer
[FEEDBACK] Opinions on Data Transfer
I will be making a huge post soon about the details of the project and how you can get involved once it creeps into the further alpha stage, but I've essentially written a HTML5+jQuery client for UO.
Before protests about how its possible to render maps of UO's size in a browser let me stop you - I've done it already.
The current focus of the project is getting all the art for maps loaded. Right now about 10% of it loads, because I've manually converted the tiles to PNG format and hosted them on the server cloud.
What I need opinions on:
I am now using the ultima.dll to extract and write the PNG file information. There are two ways however, that I've been toying with, that I can set this up and I want to know what you think of the methods, or present your own if you'd like.
Please, if you have any input it would be greatly appreciated.
Thanks,
Nick
I will be making a huge post soon about the details of the project and how you can get involved once it creeps into the further alpha stage, but I've essentially written a HTML5+jQuery client for UO.
Before protests about how its possible to render maps of UO's size in a browser let me stop you - I've done it already.
The current focus of the project is getting all the art for maps loaded. Right now about 10% of it loads, because I've manually converted the tiles to PNG format and hosted them on the server cloud.
What I need opinions on:
I am now using the ultima.dll to extract and write the PNG file information. There are two ways however, that I've been toying with, that I can set this up and I want to know what you think of the methods, or present your own if you'd like.
Method 1:
All tiles are hosted on the server as PNG images. Client simply requests the images.
pros:
With caching, this is extremely fast.
Files are individually editable.
cons:
Each time a new *.mul update is applied, the files have to be re-generated and cached.
All tiles are hosted on the server as PNG images. Client simply requests the images.
pros:
With caching, this is extremely fast.
Files are individually editable.
cons:
Each time a new *.mul update is applied, the files have to be re-generated and cached.
Method 2:
When the client is loading, it querys the server cloud for the information, the server cloud then uses Ultima.dll to process and retrieve the information and return it.
pros:
Never have to worry about regenerating files, simply requires a *.mul swap.
Caching is still possible.
cons:
Potentially much, much slower.
Caching is much more complicated.
When the client is loading, it querys the server cloud for the information, the server cloud then uses Ultima.dll to process and retrieve the information and return it.
pros:
Never have to worry about regenerating files, simply requires a *.mul swap.
Caching is still possible.
cons:
Potentially much, much slower.
Caching is much more complicated.
Please, if you have any input it would be greatly appreciated.
Thanks,
Nick