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3 people found this helpful
"Office Politics and Instability Central "
- Comp & Benefits
- Work/Life Balance
- Senior Management
- Culture & Values
- Career Opportunities
I have been working at Hillshire Brands full-time (more than a year)
You're struggling so badly to accomplish the unrealistic expectations that you form really solid bonds with your co-workers who are "in the trenches" with you. Immensely (unrealistic) expectations which can grow you for future endeavors. Oh... and you're near the blue line.
This company is in a constant state of instability/ change/ uncertainty leaving its employees fearful that the "ship is sinking" and to get out now as it appears to only get worse. There is an overwhelmingly strong message that they do not care about their people. Example - constant re orgs, cutting benefits, saying that they're doing one thing yet little action behind the slogan. No work/life balance. It's never enough. Most people are spread too thin and it is encouraged to only take on more. They refuse to hear you if you express limits, boundaries, etc and expect you to be this robot who can handle all of the demand - even if it's an unrealistic scope. HR is entirely political and massages egos of senior management team and leaves Director level roles and below to figure it out on their own or leave basically... Toxic, negative environment where you quickly learn to keep your head low and adhere to the non confrontational, passive aggressive culture. They claim to be this new "start up" company where new ideas for processes and systems in which to operate are encouraged, yet if you offer up a new suggestion you will find they adhere to the old fashioned way anyway. So, you are met with a brick wall. You will be met with lots of 'red tape' or simply being ignored. They outsource their IT service to a foreign country which presents significant barriers that create such a conflict that it takes considerable time to get simple things accomplished. Then comes the blame as to why it took so long.... then they question your skill set. It is a daily game of survivor.
Refresh the HR leadership so that Director level and below have a resource, a safe haven, an advocate, etc. And in general.. review the exit interviews ... there may be a trend or pattern there.... Invest in your people and you will see return on investment 10 fold! : )
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1 person found this helpful
"Great company "
- Comp & Benefits
- Work/Life Balance
- Senior Management
- Culture & Values
- Career Opportunities
I worked at Hillshire BrandsPros
It's a very close knit family atmosphere for a large company. Fun environment with sales meetings and truly great products.Cons
Turnover at the end of the fiscal year-company realignment every year.RecommendsPositive Outlook
2 people found this helpful
"Unfair assesments "
- Comp & Benefits
- Work/Life Balance
- Senior Management
- Culture & Values
- Career Opportunities
I have been working at Hillshire Brands full-timePros
Some good people to help with problems.Cons
Use employees against each other. Never getting to the truth of a matter.Advice to ManagementAdvice
Look and listen to your employees honestly. Not taking other peoples word about a situation. And help that employee without fear of retaliation from upper management. Most of all be honest with employees and yourself.Doesn't RecommendNegative Outlook


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Master flawless complexion with these step-by-step tips.(View video)➞ Posted February 04, 2015
Need beauty inspiration for New Year's Eve? Estée Lauder's Patrick Lorentz shows us how to create a gorgeous makeup look that'll help you turn heads.(View video)➞ Posted December 18, 2014
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Sweet, Sweet, Seattle
... with the waffle with berries for entree, the garden veg/scrambled egg for main and the cheesecake parfait for dessert. All of the meals were amazing, and I was definitely full by the end. It was made even better by the fact the view was always different when you looked out the window. It took about 40 minutes for 1 rotation, and we were up there for an hour, and so got a pretty good view of all around the downtown Seattle area. It turns out that Seattle is rarely sunny ...
Sleepless in Seattle!
... just thankful the sun came out and the sky cleared otherwise it just wouldn't of had the same feeling to it.
Back at the motel we christened our new pots and pans and I cooked up a nice healthy meal. This is the start of our new regime to loose a few pounds by the time we get to LA... can't be shown up with all the beach bodies that will be out!!! We still have a couple of days left in Seattle but no idea what we are doing so we better get researching!
Day 14. Cruising the Pacific Ocean.
After leaving Seattle last night and when we went to bed we could hear the massive fog horn blasting away, and still when we awoke it was still blasting away, and the fog lasted nearly all day then finally cleared about 1500 . Breakfast was the usual huge meal if you could fit it in, so a light meal for me today, then the morning was an explorational exercise, finding our way around this massive ship. It is so big, I have ...
Sleepless in Seattle
... began clearing a little. At the bottom of the Space Needle is a glass and sculpture garden museum that we decided not to go to. High fences and vegetation hide it from non paying customers, but I was able to take a few pictures through gaps. The Rock and Roll museum is also there. It's architecture is very cool and sounds like it has lots of interesting exhibits inside, but it will have to wait for our next trip. From the Space Needle we took the rail back to Westlake, made a ...
... nearby. We caught the shuttle back to our hotel and rested until dinner. Dinner was at a Capitol Hill restaurant within walking distance called Ristorante Machiavelli. It was good Italian food. I'm coming down with a head cold and trying to shake it. ...


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Business and Its Environment Chapter 3 Marketing Define Marketing Marketing mix Product lifecycle The Boston Consulting Group Matrix Philip Kotler 菲利普·科特勒 现代营销学之父 What is marketing? • Philip Kotler et al. defined marketing as: a social and managerial process by which individuals and groups obtain what they need and want through creating and exchanging products and value with others. • 市场营销是个人和集体通过创造并同他 人交换产品和价值以满足需求和欲望的 一种社会和管理过程。 1.发现顾客的需求和欲望 2.创造产品 3.创造价值 4.同他人交换产品和价值 • The basic concepts are human needs, wants and demands. • People satisfy their needs and wants with products and services. • Consumers make buying choices based on their perceptions of the value that various products and services deliver. • Marketing occurs when people decide to satisfy needs and wants through exchange. • A Chery QQ means basic transportation, low price and fuel economy. A Mercedes-Benz means comfort, luxury and status. • Moreover, consumers will compare the value of owning a Mercedes against the value of owning other comparable manufacturers' models – Lexus, Audi, BMW – and select the one that gives them the greatest delivered value. Marketing mix • In 1953 Neil Borden尼尔·博登 developed the idea of a marketing mix to describe the marketing elements that could affect the way a product performed in the marketplace. • In 1963 Jerome McCarthy杰罗姆·麦卡锡 summarized the marketing mix, or product, price, place, promotion, as the four Ps of marketing. • In 1967 Philip Kotler further confirmed the 4Ps as the core of the marketing mix. Figure 3.1 The marketing mix • Today the marketing mix or 4Ps is one of the traditional tools used to manipulate the organization's relationship with the external environment. • That is to say, there are four basic ways in which organizations can affect the relationship they have with their customers to increase sales and profitability. • The 4Ps can be manipulated, altered or improved as a product declines. Product • The manufacturer will want to make as much of the product for as long as possible with little new investment or alteration in order to keep sales high and reap profits. • In order to keep sales of the existing product buoyant, it is possible to manipulate certain aspects of that product at little cost in order to offer a newer, fresher and updated product. • The clear aim is to continue to attract new customers and/or tempt existing customers to remain loyal and not be attracted by a competitor's product. • Product aspects that can be manipulated include style, performance, quality, branding, packaging and after-sales service. • Examples of such product manipulation abound in the washing powder industry. Famous and familiar brands are often relaunched as 'new', 'improved' or as version two or three. • The basic product is still washing powder, with additional features. Product • Manipulation of the product: allows the manufacturer to claim continual innovation, improvement and customer orientation. requires co-operation between the marketing and operations management departments. Style: LG–- the "chocolate" series KG90(2006) KG90n(2007.2) KG90n is almost the same with KG90 except the golden adornment. This makes the "chocolate" keep high sales. Performance: The Microsoft Windows XP Windows 7 The Microsoft company releases the new Windows 7 operating system. Windows 7 has more functions than windows XP. Now more and more users are choosing Windows 7 to substitute XP. Packaging: DOVE' s chocolate The better packaging of the chocolate, the higher price will be charged. Organizations always use this measure to increase the products' profitability. After-sales service: The computer game-- -- The Sims series. After the computer game (not the network games) was sold, customers can download many new resources free which are provided by the manufacturer. The new downloaded resources keep the game fresher. Price • There are various ways in which organizations can use the price they charge to influence sales. • The music industry has used pricing strategies aggressively to influence the positioning of new releases in the pop charts. • Most singles on release are now sold at a discount price in the first few weeks to entice customers to purchase them. Price • The national music charts are compiled out of sales figures at monitored outlets, and these subsidised sales cause new releases to have a high entry position in the pop charts in the first week, which encourages more radio play. • This produces continued sales as radio listeners go out to buy the music they have heard. Price • Special offers and finance deals can be used to affect customers' buying habits. • Price manipulation depends on co-operation between the marketing and finance departments. Discount ------Watsons In order to increase sales, some products of Watsons have been discounted even 50% to attract more customers. Watsons is a successful retailer that has a Private Brand(PB). So he has more freedom and flexibility in pricing. Promotion • Decisions have to be made concerning the advertising media to be used: Press, Magazines, TV, Radio, Internet. • A combination of advertising and promotional activities is required to create and support a successful product. • To create an awareness and interest in the product and to ensure acceptance by the marketplace. Promotion • In supermarkets with loyalty cards, the offer of extra bonus points on certain products or goods entices customers to switch loyalty from one brand to another or to buy products not normally on their shopping list. Promotion • The launch of new products can be heralded by the delivery to target households of free samples, discount vouchers or promotional literature. • The sponsorship of television programmes is a relatively new activity in the UK following deregulation of broadcast advertising, and is an effective promotional method. • Cadbury, 'the nation's favorite chocolate manufacturer, sponsors Coronation Street, one of the leading soap operas, and the holiday company Going Places sponsored Blind Date, where winning contestants are sent off on holiday dates around the world. • Neither of these television programs explicitly advertises the companies' products, but implicitly links their products with the program in the viewers' minds. Promotion • Promotion and advertising support a product by: - attracting new customers - reminding consumers making repeat purchases to buy the same brand of product as before (crucial if customer loyalty low) Do you love me? A diamond is forever. Gifts----Pantene Customers could have a 100% opportunity to get a surprise which was provided by Pantene. Organizations always use gifts to encourage customers to buy the products. Place • Manipulation of place is to ensure the right amount of the product is in the right place at the right time • Applies to all stages of the distribution process Distribution Channel Examples • Manufacturer to wholesaler • Wholesaler to retailer • Retailer to customer • Manufacturer to consumer • Business-to-consumer (B2C) • Business-to-business(B2B) Place • Careful positioning of goods in shops is to improve sales • e.g. sweets by the supermarket checkout • e.g. perfume next to the main doors in department stores • e.g. petrol station links one- stop-shop Dennis • Dennis is a famous store in Zhengzhou. The store is always keeping the high sales and attracting a lot of customers everyday. • The placement of goods is very appropriate such as placing the makeup on the first floor. When the customers come into the store, they can see the luxuries at the first sight. This increases the opportunities to be sold. The extended marketing mix: the fifth 'P' of marketing • 'People' includes: - staff inside the organisation - customers and consumers outside the organization • 'Manipulation' of people covers: - effective use and management of staff - sales staff building good relationships with customers Product life cycle • A Harry Potter and the Philosopher's Stone tee-shirt has a life cycle measurable in months or until the next big film hits the cinema screens and its associated merchandise arrives at the shops. • In contrast, a product like a television set has a product life cycle of many years, due to continued product development in the field of television and broadcasting. • Black-and-white, Colour, Liquid crystal display (LCD), Light emitting diode (LED). Figure: The product lifecycle Introduction • High costs, low sales - and no profit is made • Aim to recover research and development costs • Successful new product will move to growth phase Growth • Steady costs, sales increase rapidly and high profits can be made by pioneering firms • Aim to attract first-time customers and build market share Maturity • Steady costs, sales increase more slowly and profits peak • The outlay is minimal compared with that in the growth stage • Aim to keep existing customers and persuade other consumers to switch from competing brands Saturation • Steady costs, sales peak (no more growth) and reasonable profits • Sales volume may be kept buoyant and loyal customers retained by price competition and special offers, although this will mean reduced profits. • These are competitive options that are easy for rivals to replicate Decline • Low costs, falling sales and falling profits - maybe loss making • Withdraw loss-making product • Keep decline product if it may find a small, loyal, niche market that either breaks even or makes a limited profit The Boston Consulting Group (BCG) matrix 波士顿咨询矩阵 Question marks • High growth markets • Low market share • Another product is current market leader • Unlikely to be profitable • High investment is required if a question mark is to become a market leader Stars • Successful question marks become stars • Stars are market leaders in growth markets • require investment to maintain market leadership in a high growth market • are marginally profitable Cash cows • are mature products • occupy slower growth markets • need less investment • are the most profitable products in a portfolio • are used to fund products in other quadrants Dogs • Occupy no growth markets • Have low market share • Maybe previous cash cows • Maybe marginally profitable • Should be withdrawn before they become loss making A successful product • A successful product moves around the BCG matrix • A question mark to … a star to … • … a cash cow to … a dog or back to a question mark A less successful product • A less successful product remains in right-hand side of the BCG matrix, and is therefore a low cash generator • A question mark may move to … a dog BCG matrix and product lifecycle links • plc BCG ----------- • introduction Q marks ------- • growth Stars ----------- • Cash cow -----maturity and saturation • Dogs ---------- decline Balanced BCG matrix • Tomorrow's products: - question marks and stars • Today's products: - cash cows • Yesterday's products - dogs Assignment • Check your understanding by naming and illustrating the components of the marketing mix. Use examples where appropriate. • Check your understanding by summarising the key attributes of product in different stages of the product life cycle. Use examples where appropriate. Presentation One minute left!!! Time up!!! • Make a PPT and speech in English. • Support original, reject copy and download. • Work in pairs. In voluntary order. • Have a rehearsal to control your presentation in five minutes. • Speaks clearly and slowly. Uses a loud voice. Looks at the audience. Enthusiastic. • Communication and interaction skills training.
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Construction of the $1.4-billion Herb Gray Parkway has hit another snag as repairs have been required on two already-installed large siphons due to water seals that were not tight enough.
Workshop introduces women to careers in skilled trades
A match made in comedy heaven: On the road with the Dufours
Finding proper child care an issue for single mothers
College graduates struggle to find jobs in their field
Not enough sign language interpreters in Windsor
Meeka the dog inspires youth (With video)
Benefits exist in both university and college education
St. Clair College an education-driven institution thanks to many involved
Henderson: John Strasser reflects on his St. Clair legacy
Departing St. Clair College president John Strasser believes it's only a matter of time before the final community college barriers, institutional bias and parental resistance, come crashing down. Plowing his way through a stack of pancakes at a diner across […]


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2014 was year of big successes (Frozen), milestones (Hello Kitty's 40th) and industry-changing innovations (3D printing). Here's a recap of the news that shaped the year.
Viz Media Europe has acquired the rights to the Japanese brand "Yo-Kai Watch" for TV, home entertainment/VOD, licensing and merchandising in Europe, Russia and Africa.
Outfit7 has signed five new licensing deals in territories around the world for its suite of mobile properties, Talking Tom and Friends.
Footwear and apparel veteran David Thomson has joined Crocs as senior vice president and general manager of Asia, Africa and the Middle East.
Authentic Brands Group has expanded its relationship with retail partner Majid Al Futtaim in the Middle East and North Africa to accelerate the growth of Juicy Couture.
German brand management and media company m4e has appointed the Simba Dickie Group as the master toy licensee for its new preschool series "Wissper."
Warner Bros. Consumer Products EMEA and the National Basketball Association hosted their third Looney Tunes Jr. NBA clinic Monday at Imperial College, London.
Nickelodeon is celebrating the holidays with activations at shopping malls and recreation parks in Asia, South Africa and at Russia's Domodedovo Airport.
Scripps Networks Interactive has appointed Phillip Luff to head its U.K., Europe, Middle East and Africa business.
Lowe's and the Sherwin-Williams Company are pairing to bring the HGTV Home by Sherwin-Williams line to Lowe's and Sherwin-Williams retail locations.
Turner Broadcasting has picked up DHX Media's new CG reboot of the classic kids' cartoon "Inspector Gadget" across EMEA, Latin America and Asia Pacific.
Warner Bros. Consumer Products EMEA is working with licensees and retailers to celebrate the synergy between its brands and sports.
Platinum Films has signed a deal with Cartoon Network to air "Matt Hatter Chronicles" in the Middle East, Africa and Southern Europe.
Cartoon Network has collaborated with Dr. Martens on a limited edition range of boots for adults and children inspired by the animated comedy series "Adventure Time."
Rubie's Masquerade Co. has been appointed as the official EMEA dress-up licensee for Warner Bros. Consumer Products' and Sanrio's DC Comics x Hello Kitty collaboration.
HIT Entertainment, a subsidiary of Mattel, has appointed Lappset to design and build branded activity attractions for its top brands.
Global publisher Parragon Books has partnered with Platinum Films to publish a range of activity formats for "Matt Hatter Chronicles" in Australia, the U.K. and South Africa.
Perry Ellis International has inked a deal with Flyers Group for Original Penguin brand boys' and girls' apparel in Europe, the Middle East and Africa.
Aardman has signed a number of new deals for its global brand Shaun the Sheep across a host of core categories.
Big Tent Entertainment has added three more licensees to the roster of partners for its Domo/Ghostbusters mash-up.
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Wednesday, April 29, 2009
WWE Diva Updates: Carly, Lacey Von Erich, Torrie Wilson, Stacy Keibler and Gail Kim
The WWE has a new blond working for them named Carly.
I don't know who she is yet, but she debuted in a tag match at a Florida Championship Wrestling live event, teamed with Angela Fong.
Sightings of this blond may have led to the rumors that Lacey Von Erich had signed with the WWE, a rumor Lacey squashed on her blog.
I wonder if Carly is a model or a wrestler?
Since she already has had a match, I'm guessing maybe a wrestler.
Former WWE Diva Torrie Wilson is on the upcoming NBC reality show "I'm a Celebrity… Get Me Out of Here!".
http://www.t-wilson.org/ has more info on this, and also info on the WWE's "Classic Divas" photo layout on they just put up on WWE.com.
And NBC just seems to be scooping up more former WWE Divas as Stacy Keibler will be hosting the "InfieldFEST" activities before the Preakness horse race in Baltimore, Md. on Saturday, May 16.
InfieldFEST will have a volleyball tournament, rock concerts and NASCAR exhibit.
Oddly enough, ZZ Top will be performing during the event and as ypou may recall, "Legs" was Stacy's theme song in WWE for awhile.
I wonder if she'll get up on stage?
Just a weird feeling I'm getting, but I'm thinking we may see a Gail Kim heel turn coming up.
I have no real evidence, it's just a guess.
Posted by Sabre Blade at 2:28 PM
Labels: female wrestling, girls wrestling, pro wrestling, Stacy Keibler, Torrie Wilson, women wrestling, wrestler, wrestlers, wrestling, wrestling news, WWE, wwe diva, wwe divas, wwe wrestling, zz top
1 comment:
- actress photos said...
very hot women thank u
- September 17, 2010 at 7:22 AM
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kairos retreat letters
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Josh Hamilton wants $175 million? Good luck with that, dude
Nov 5, 2012, 8:30 AM EDT
I want to find a genie in a bottle who bucks convention and doesn't mind it when you wish for more wishes. The odds of that happening are about the same odds as Josh Hamilton getting what he wants:
From someone who knows these things: Josh Hamilton's asking price is 7 years and $175M. #Rangers #MLB
— John Perrotto (@jperrotto) November 2, 2012
That's $25 million a year for seven years. I think it's a stretch to think he'll get seven years at anything even approaching that level, if he gets that many years at all. If he does get $25 million it would probably be some four-year thing maybe with a series of options afterward. No way someone goes both big and long on his deal.
Whatever. They're all rumors until something happens. I would expect that, if it hasn't happened already, Hamilton's people have denied this. Not because they don't want it — they may actually be asking for it — but because there is no percentage in having a perception that Hamilton is asking for the moon out there. At least until he's in serious negotiations with someone.
- materialman80 - Nov 5, 2012 at 4:34 PM
Surely baseball is going to wake up and realize these contracts are beyond anything even approaching sanity. Texas needs to do the same thing St. Louis did when they got hit with numbers like that. Just say no. Look at the idiot Yankees, they owe Stray Rod 114 million dollars and he's had it. He's done, and they owe him 114 MILLION……
- gibbyfan - Nov 5, 2012 at 6:32 PM
You are using sound logic Materialman but you forget that it doesn't apply to MLB. Yes the Cardinals did what they had to do because of limited resources but other owners are much less constrained and they just dont care –it's factored into the cost of doing business. These are some of the smartest business people on the planet –do you really think they couldnt figure out that Arod was getting older fast and Albert was already on a downward trajectory –but both got 10 year super deals anyway–As a fan,especially a card fan, I don't like it but it is what it is—I always root for the underdog and just hope that somehow the guys with th ebillions to burn will feel some pain.
- jeffbbf - Nov 12, 2012 at 10:25 AM
did you just say that baseball owners are some of the smartest business people on the planet?
- tastybasslines - Nov 5, 2012 at 6:21 PM
We all thought that Fatty Fielder wouldn't get 218 Million now, did we? I mean, 10 years? The falloff is destined to be fast for him and some GM went gonzo. It will happen again with Hamiliton. It only takes one GM to pull the trigger, and players of his talent level are at a premium.
- joerymi - Nov 5, 2012 at 11:55 PM
It was nine at 214, and that "fatty" plays a sport that you watch at home.
- franklamar17 - Nov 5, 2012 at 8:28 PM
3 years 60 million
- mdev1987 - Nov 6, 2012 at 7:59 AM
No team wants to celebrate a playoff win with ginger ale. Take a hike ya boozer.
- dgould2020 - Nov 6, 2012 at 9:29 AM
I could see 6yr 90 mil max
- badintent - Nov 6, 2012 at 10:13 PM
Read the book "The Super Rich ". These folks are not like us. Trust me, they don't need to have a Clown TV show like Trump to prove it.
- xjokerz - Nov 9, 2012 at 4:36 AM
Lol @ all of the hate for fielder dude is 5 years younger , has never done heroin and is never injured. Man I love jealous trolls. Go tigers
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text:
Do you think wearing on-body cameras on duty should be mandatory?
How many times do we consider what we would do if someone introduced a knife into a fight in which we were already engaged? Do we have the ability to draw and fire? Can we create distance or even defend ourselves properly in order to survive the attack? These are questions rarely addressed.
It should have been a peaceful, contemplative night for Levi Rosenblat, studying the Torah inside a Brooklyn synagogue. But that peace was shattered when an intruder came into the Chabad-Lubavitch World Headquarters, stabbing Rosenblat on the left side of his head. More Here.
Officers opened fire on a man carrying a 3- to 4-inch folding knife at the crowded Hollywood intersection of Hollywood Boulevard and Highland Avenue about 7 p.m. while responding to a report of an assault with a deadly weapon. More Here.
The so-called "21-Foot Rule" was born and soon spread throughout the law enforcement community. But is the "21-Foot Rule" a forensic fact or a police myth?
A Georgia State University detective was stabbed with a butcher knife and his attacker was shot by an Atlanta patrol officer Wednesday. The incident occurred in a downtown Atlanta park. More Here.
An 8-year-old Belgian Malinois named MP, a K-9 with the Anchorage PD, underwent emergency surgery for three stab wounds and is expected to survive. Read Story Here.
Witnesses say the attacker did not say anything as he ran through Franklin High School in Murrysville, Pa., Wednesday, slashing fellow students with two knives. Motive is still unclear. Read Full Story Here.


text: CHAPMANVILLE The Crossroads Community Church Ladies Aid met February 13 for their regular meeting.Heather Thompson, president, called the meeting to order with a welcome to everyone. Prayer requests were taken, with a special prayer being said for Kathy Conley's 13-year-old granddaughter, Carley McGladdery. Carley underwent surgery on February 20 on her spinal cord.The lesson was presented by Thompson on "Love of the Word," taken from Proverbs. Business included the collection of dues, discussion of several upcoming fundraisers and the revival scheduled to begin on March 11 at 7 p.m. with J.R. Farm as guest speaker and special singing nightly.Mavis Workman blessed the food prepared by hostesses Thompson and Bethany Artist. Rosie Artist won the door prize and Rosie Adams won the prize for the game.Those attending included Heather, Alison and Megan Thompson, Ruby Stowers, Rosie and Leslie Adams, Kathy Conley, Rose, Bethany, Erica and Zachary Artist, Mavis Workman, Jayson Adams and Linda Toppins.Hostesses for the March meeting will be Workman and Jayson Adams.


text:
188 results total, viewing 1 - 10
Over the past month there has been a lot of talk about recreational fishing, and a lot of talk about boating, and the impact they have on Rhode Island. As one might expect these industries bolster … more
Captain Dave Monti | 5/2/13 | 250 views
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John Hazen-White Jr. | 10/10/13 | 216 views
ABUSE OF POLICE POWER IN CRANSTON: Police departments are successful only when an environment of trust and confidence exists between the citizens and the police who patrol their streets. When … more
Lonnie Barham | 12/24/13 | 167 views
At first glance, most Rhode Islanders would say that the federal government should continue paying out unemployment benefits to those who are still out of work after exhausting the 26 weeks of … more
Lonnie Barham | 12/31/13 | 167 views | 1 comment
CRANSTON POLICE CAPTAIN MUST GO: Mayor Allan Fung has only one true option in response to the revelation that Cranston police captain Stephen Antonucci, the president of the Cranston police union, … more
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TAVERAS' STATEMENT HYPOCRITICAL: In his public announcement declaring himself a candidate for governor, Providence Mayor Angel Taveras made a statement that obviously referred to his likely … more
Lonnie Barham | 11/6/13 | 152 views | 5 comments
RAIMONDO SELLS HER SOUL: The once great and heralded Gina Raimondo, the white knight who had the courage to take on public service unions and the state's political overlords on behalf of the … more
Lonnie Barham | 2/19/14 | 168 views | 2 comments
DMV COMPUTER SYSTEM WORSE THAN OBAMACARE'S: We were all amazed that the U.S. Government, as large as it is and with as much of our money as it spends, couldn't put together a simple computer … more
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RI PENSION SYSTEM NAMED AMERICA'S BEST: Our public employee unions can cackle on as much as they want and closely supervise their entirely biased "pension investigator" who was hired to give … more
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A SIMPLE SOLUTION TO WRONG-WAY DEATHS: Last Friday yet another wrong-way driver killed an innocent motorist in Rhode Island. Driving the wrong direction on I-95, an occurrence that happens far too … more
Lonnie Barham | 3/5/14 | 155 views
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text:
4408 Encino Drive
Southwick Village, Fort Wayne, 46816
Commute to Downtown Fort Wayne
Almost all errands require a car.
It is possible to get on a bus.
Flat as a pancake, minimal bike lanes.
Score Details
4408 Encino Drive has a Walk Score of 5 out of 100. This location is a Car-Dependent neighborhood so almost all errands require a car.
This location is in the Southwick Village neighborhood in Fort Wayne.
Nearby schools include Paul Harding High School, Southwick Elementary School and Prince Chapman Academy.
The closest grocery store is Save-A-Lot.
The closest restaurant is 6 Mile Bar & Pizzeria.
4408 Encino Drive is near McMillen Park, Lafayette Park and Wesser Park.
There are minimal bike lanes and the terrain is flat as a pancake. 4408 Encino Drive is somewhat bikeable, there is minimal bike infrastructure.
Explore how far you can travel by car, bus, bike and foot from 4408 Encino Drive.
4408 Encino Drive has minimal transit which means it is possible to get on a bus.
Bus lines:
3 Village Woods
0.2 mi
4408 Encino Drive is in the Southwick Village neighborhood. Southwick Village is the 100th most walkable neighborhood in Fort Wayne with a neighborhood Walk Score of 4.


text:
Granger trustees hold proposal for permanent cul-de-sac
At the Granger Board of Trustees meeting Sept. 11, the board heard from a local couple interested in purchasing part of the property of Pinnacle Sports on Medina Road and building a house on nearby Brenelle Lane.
Christine and Jeff Smith said they have a purchase agreement for the north end of the Pinnacle Sports property adjacent to Brenelle Lane. Christine Smith said there is now a temporary cul-de-sac on Brenelle Lane that she wants to make permanent. She and her husband showed overhead slides and maps of the area they wish to purchase, and said the tree lines south of the property would act as a buffer between commercial and residential areas. Christine Smith said the house they wish to build is a single-family home on 8-1/2 acres of land with an 87-foot frontage.
The Smiths said they received full support from the residents on Brenelle Lane for the couple's decision, and some residents at the meeting voiced their support.
However, some of the trustees did not feel the same way. Trustee Teri Berry said it was a unique situation since the property is attached to both a commercial district and a residential district and is concerned there could be conflicts between the two districts.
Trustee Richard Pace added residents should ask themselves if they should give up the right to develop Brenelle Lane because of that potential conflict.
The board decided they will study the issue further before making any decisions.
Zoning Inspector Annie George said the Board of Zoning Appeals (BZA) will discuss the issue at the next meeting, scheduled for Oct. 1, and a decision will be made at the trustees' meeting following the BZA meeting, scheduled for Oct. 14.
In other business:
- Service Director Mark Novak announced the Service Department will work on eight cemetery foundations and the top foundations of older graves. He also said the department is continuing roadside mowing and also will work on placing culverts on Stony Hill Road and Melody Lane.
- Fire Chief Jim Paulett reported the Granger Fire Department answered a total of 35 emergency calls in August.
Paulett also reported the department is currently experiencing problems with its Internet service and requested an upgrade not to exceed $50 per month to increase the Internet speed. He also said the problems with the audio/video equipment in the training room have been unchanged and recommended the department advise Best Buy to remove the product from the room with a full refund.
Paulett requested an information session for the Fire Department's EMS replacement committee to discuss replacing its EMS unit. He said he will submit printed information so the issue can be addressed at the next meeting.
- Sexton Rita Feess reported one cemetery deed has been surrendered and one full burial and two foundations have been approved since the last meeting.
- George reported a house on Granger Road where a large amount of trash had accumulated has been sold as is, and the new owners are cleaning it up.
She also said Wendy Moeller, of Compass Point Planning in Blue Ash, gave a $1,520 proposal for the township's planned development district work and said Moeller later agreed to $1,500.
George also reported improvements will continue at Equipment Sales and Service, 1291 Medina Road, adding that her main concern is the amount of parked cars and trucks on the property.
- Pace reported four Granger properties have been submitted for the Moving Ohio Forward residential demolition program.
- Fiscal Officer Donald Baker questioned whether the township is responsible for enforcing a section of the Ohio Revised Code regarding concussion awareness in youth sports. He said he will talk with the Medina County Prosecutor's Office regarding training requirement changes for Granger park sporting events.
Baker announced he received a message from Sunoco stating that a pipe placed in the township will be transporting ethane.
Baker said all township employees must be notified about their insurance plans in accordance with the Affordable Care Act, which will take effect Jan. 1.
The next Granger trustees' meeting is scheduled for Sept. 23 at 4 p.m. at the Granger Township Administration Building, 3717 Ridge Road.
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Calendar of Events
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text:
Abstract World Management, is it trivial?
#1 Members - Reputation: 212
Posted 07 November 2006 - 02:21 PM
#2 Members - Reputation: 1372
Posted 07 November 2006 - 04:30 PM
Original post by Carandiru
If I base these updates (npc walking around, monsters wandering, etc) on just what the player is able to see, the world beyond what is not visible will be on standby. This is simply not acceptable, yet a nice optimization if it could be leveraged in some manner.
Are you sure it is not acceptable? If you can't see some NPC on the other side of the world, then why should you need to animate it? The key is to give your simulation levels of detail. You might have to keep track of the fact that an NPC exists in an area, but if the player is not in the area, that's really all you need to keep track of. When the player is in the area (or close to it), then you need to keep track of the NPCs movement. When the player can see the NPC, then you need to animate it. When the player can interact with the NPC, then you need to run its AI.
John BoltonLocomotive Games (THQ)Current Project: Destroy All Humans (Wii). IN STORES NOW!
#3 Members - Reputation: 100
Posted 07 November 2006 - 05:50 PM
I suppose you could run some type of octree method to decide what level of range the npc is at.
Optimumly, an npc on the other side of the world should have very little caclulations, the closer they were, the more is done.
A lot of this would be intefaced with some other micro/macro simulation, for things like economy and faction feuding, and such. Stuff happening in the micro would affect the macro, and vice versa.
#4 Members - Reputation: 876
Posted 08 November 2006 - 08:23 AM
Objects that know they will need update should place themselves in the "to be updated" queue.
Objects that cause other objects to need updating should put them in the "to be updated" queue.
So, instead of asking every single object if it needs to be updated, the objects that need to be updated ask to be updated.
The "I need to be updated" logic might be more complex than just "I need to be updated at 10:00 pm". It could be:
"I need to be updated when I'm in view".
"I need to be updated whenever locations A-D are in view".
"I need to be updated once per game hour if the player is far away, once per minute if the player is nearby, and once per frame if I'm in view".
The idea of "pulling the rope" is that you start with "the player is looking at locations A, B and Z -- now update what I'm looking at, and other things that things I'm looking at depend on, etc.", instead of "do you need updating if the player is looking at locations A, B and Z?"
You are pulling data from the world, instead of pushing an update query to each object.
#5 Members - Reputation: 468
Posted 08 November 2006 - 09:53 AM
are far away (eg npc's doing their daily cycle).
I would make some sector-based system (eg 200x200 m areas) where
you just enter/exit (and with that spawn / destroy) 'uninteresting
npc's - no need to keep 5mio objects in memory)
In the spawning routine, you can make sure these npc's are at the
position they should be according to (for example) the time of day
(so npc's are spawned in their houses when it's night and you
enter their sector).
If it's _really_ needed, tag the really important npc's with a flag
and update them every x seconds (or minutes) - let's say this list
is a few 100 objects, that would still be possible.
And with update I don't mean animations but rather 'logic state and
#6 Members - Reputation: 212
Posted 08 November 2006 - 10:35 AM
Just attempting to conceptualize from a first fore thought of world control/managment is very complex.
Specifically Im interested in "don't push the rope"
This is an interesting methodogoly of "pulling data out of the world, rather than pushing an update query on each object" I can see a huge benefit (performance wise) from this logic.
On question still remains, if I were to use this type of system, since it is based of in your reply on "the player is looking at locations A, B and Z -- now update what I'm looking at, and other things that things I'm looking at depend on, etc."
What about all other objects that are not visible, how do you pull the rope? As applying to "I need to be updated once per game hour if the player is far away, once per minute if the player is nearby, and once per frame if I'm in view".
Very cool replies, and some great ideas.
I understand the LOD way of doing all of this, if in view animate (skinning for example), if not in view update my position every n minutes, etc. Its just the shear NUMBER of dynamic objects that could possibly exist in the world, and how to manage them all. Are there any good books on this subject btw?
I'm looking into some AI books, but I'm not sure which one to get, any recommendations?
Thanks again,
#7 Members - Reputation: 133
Posted 08 November 2006 - 11:44 AM
Run a thread for each area that has objects that need updating.
Do not store the 'area data' itself in memory, just the objects on the landscape. When that area is about to be entered, then load the area data into memory.
Thread synchronization will be important if you go that route.
Proper design can yield a result in which objects can update themselves regardless of where they are in the world. (On scene, or not)
#8 Members - Reputation: 771
Posted 08 November 2006 - 11:56 AM
Original post by RPG_Programmer
Thread synchronization will be important if you go that route.
Proper design can yield a result in which objects can update themselves regardless of where they are in the world. (On scene, or not)
Are you proposing a separate thread that continuously cycles through each entity and determines the need to update? That would still waste as many cpu cycles as "pushing the rope" in a single thread.
This is going to introduce a lot of non-trivial (from a debugging point of view) bugs. On a single pc, there won't be any performance improvements either. I think the problem has a viable single-threaded solution.
#9 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 08 November 2006 - 02:37 PM
#10 Members - Reputation: 102
Posted 08 November 2006 - 03:52 PM
How to deal with this problem is not trivial for me. In fact, my whole server design is based on solving the problem "how to keep everything running around and still be able to transmit gamestate information to players in a timely manner.
To say there is a single threaded solution that meets those requirements for ANY set of 1000+ dynamic entities is pretty silly, IMO. Even iterating through 1000 elements of a linked list to rearrange them, creates ungodly overhead. I'm really posting to try to explain how I do it with multiple players!
Note: Everything with the name 'Server' or 'Node' is an independent process. The messages described are not what I actually use, but try to convey the content.
First of all, I have 6 processes
(some of which I originally called servers)...they all start up about the same time and the login server blocks until they are all ready.
1. Login Server - Holds the connection open. It's responsible for authentication and spawns a UserNode on auth. UserNodes register with PC Server.
2. PC Server - Keeps track of UserNodes.
3. Zone Server - Keeps track of ZoneNodes. Spawns a ZoneNode for every Zone in DB, passing it the Zone data from DB. As a ZoneNode starts, it spawns 2 managers.
4. PCNodeManager which holds the data about PCs that are in the zone and processes their requests.
5. NPCNodeManager which starts up all the NPCs (NPCNodes) and keeps track of them.
6. World Server - My Console of sorts. I send it messages from my console directly, to manipulate elements of the game.
GameState is hard on the system. It's the most tasking thing by far.
UserNode gets the message "gamestart, MyCharacter" from a network read, looks up the position of the User from when they logged out...which is in the DB as MyZone,X,Y.
UserNode asks for the ZoneNode, from the Zone Server... "lookup, MyZone"
UserNode tells the correct ZoneNode "pc, join, MyCharacter, X, Y, MyUserNode"
Now the ZoneNode knows about all the NPCs and PCs in the Zone since the NPCs were loaded and respawn at the Zone NPCManager's whim and all the PCs send join/leave messages keeping the Zone PCManager up-to-date.
ZoneNode appends to the message, "pc, join, MyCharacter, X, Y, MyUserNode"+","+NPCManager(getNPCList())
Then ZoneNode passes the message to the PCManager(join,MyCharacter,X,Y,MyUserNode,PCList,NPCList)
PCManager has lots of things it's doing, so it doesn't want to be bogged down by this kind of work and creates a temporary process called
AND adds MyCharacter,X,Y,MyUserNode to the PCManager PCList after afterwards.
This PCManagerDispatch process has filters that tell it what to do based on what it's passed.
'join' :
foreach PC in PCList
if(distance(PC.getLocation(),makeLocation(X,Y)) < radarRadius+10)
sendPC(PC, join, MyCharacter, X, Y, MyUserNode)
foreach NPC in NPCList
if(distance(NPC.getLocation(),makeLocation(X,Y)) < radarRadius+10)
sendPC(PC, join, MyCharacter, X, Y, MyUserNode)
then this Dispatch dies...
Each PC and NPC will perform their behaviors based on what it means to them for the PC to have joined at that location, which will include...
A concerned NPC sending a message to the ZoneNode "pc, moved, NPCNode, X, Y, NPC" meaning 'tell PCs that an NPC process NPCNode exists at X,Y' or maybe a "pc, moved, NPCNode, X, Y, NPC, aggro, 10, MyCharacter" which you can figure out.
The UserNode starts getting messages and can maintain it's own gamestate now.
In the case of misses (NPC's or PCs that enter into a character's view but dont get notified because of process time), all gamestates are really calculated every time something "moves", which includes leaving or joining the zone, so it will simply be updated correctly the next cycle!
Yes, all the PCNodes within radarRadius+10 get this message of "NPC Exists here" from ZoneNode even if they already knew that just because some yahoo joined the game....but this is ok serverside and will actually prevent misses in some cases. NPCs serverside consist of an ID, which is actually translated to an NPCname embedded within the zone map, clientside.
#11 Members - Reputation: 771
Posted 09 November 2006 - 12:24 AM
Original post by Jack9
To say there is a single threaded solution that meets those requirements for ANY set of 1000+ dynamic entities is pretty silly, IMO. Even iterating through 1000 elements of a linked list to rearrange them, creates ungodly overhead. I'm really posting to try to explain how I do it with multiple players!
But wouldn't we be doing it for a small subset only? Also, we aren't exactly sorting them, and iterating over a list is an O(n) operation. It's not so silly if you assume a single-player, single-cpu environment :)
Very interesting post, but you approach it from the multiplayer angle, where going multi-threaded certainly does make sense - especially when you can split up the threads or even a number of processes between different physical servers to help lighten the workload.
Based on your description, it seems that the multi-threaded architecture is used largely for managing PC joining. You didn't go into a lot of details about the actual NPC updates. In particular, I'm not quite clear about how you propose to update NPC's - does the NPCNodeManager check for player proximity and prioritize the AI for the NPC's that are closer?
#12 Moderators - Reputation: 3346
Posted 09 November 2006 - 03:47 AM
1) As already stated, don't poll all the objects, just have an update queue, sorted by next update time. Objects that can do with less frequent updates get scheduled further down the time line than those that need rapid updates. Stagger the updates too, either with a random factor, or a hashed value, to ensure you're performing a roughly equal number of updates each time.
2) Split up the update routine according to purpose and importance. eg. Animation and physics are essentially cosmetic, and can be ignored if a player isn't nearby. Pathfinding may be unimportant for a distant peasant the player doesn't care about, but very important for a monster the player deliberately trapped behind a rock, so do pathfinding before moving it. With this sort of thing in mind, you can pass these parameters to the update function and let the object decide what is appropriate.
3) Create abstract updates. Moving from A to B should require low-level pathfinding for a nearby creature, but can probably be adequately handled by simple line interpolation for a distant one. Scheduling systems are great here: if an NPC is marked as being in the Inn at 9-11pm each day, and you're nowhere near that NPC, there's no need to worry about how it gets to the Inn. Just teleport it there whenever its Update function is called between 9 and 11.
What about all other objects that are not visible, how do you pull the rope? As applying to "I need to be updated once per game hour if the player is far away, once per minute if the player is nearby, and once per frame if I'm in view".
Upon updating a given object, the game should know how long it is likely to be before another update is needed, so it can push the object back onto the queue with a given time in mind. The only thing you then have to worry about is promoting objects in importance when you approach them, so ensure you have a way to pull them to the front of the queue. One simple implementation method: make sure that the object has a reference to its position in the queue, so than an 'emergency update' can pull it out of that structure quickly. You can obviously get a list of local objects from your octtree.
I don't think you'll need a book on this to be honest - just make sure your object updates are parameterised and staggered according to their need, and that you can handle infrequent abstract updates as well as fine-grained concrete ones.
#13 Members - Reputation: 876
Posted 09 November 2006 - 04:37 AM
Suppose an area X units away costs 1/2^X in support costs. (LOD approximation if your world is a bin/quad/oct tree)
Define F(X) = (2X)^2 / 2^X
This is an upper bound of the overhead cost of every piece of terrain between distance X and distance 2X.
Then the sum,
sum(I from 0 to K) F(2^I)
is an upper bound to the cost of a world of radius 2^K.
= sum(N from 0 to K) 4 * 2^2N / (2^(N))
= sum(N from 0 to K) 16
So a world of radius N = 2^K has an overhead cost of roughly 16K.
In other words, the overhead of a quad-tree for a world of radius N is logorithmic in N.
So, a solution:
Build a quad-tree. Have each object that needs to be updated if objects are within 2^X distance enter itself into the Xth height quad-tree as "must be updated".
When you want to do an update, search from the top node in the quad tree down to where the player is and/or where the player is looking, and update each object registered with those nodes.
Another solution: (which may work well in concert with the above)
Keep a sorted list of "things to be updated in the future" with timestamps. Something to be updated once/hour simply reenters itself on the list at present_time + 1 hour.
Another solution. Add a temporal dimension to the above quad tree of updating -- your updates are located both in time and space.
Note that multi-threading doesn't solve resource problems. Each thread actually creates (by default) a meg of overhead (stack space), and in theory you could usually reimplement it with manual state maintenance.
Threading is a way of reducing the amount of state you (the programmer) have to keep track of, and of dealing with the CPU-resource in a less manual way. It doesn't reduce the amount of computation required to solve a problem.
#14 Members - Reputation: 996
Posted 09 November 2006 - 03:25 PM
Furniture - mostly static/passive, are usually acted upon, but may have very slow behaviors like plant growth (or a hole that slowly fills itself in). This type of object usually doesnt move. Often individual objects arent as important as groupings (they can be generated from random seeds to match locational factors -- and discarded later when the player is long gone). Specific changes made by a player (like burning down a tree) would need to be saved in details as a 'mod' so that it could be reconstituted. These are most likely the most numerous objects (and have low behavior processing requirements). Out of sight little needs to be done for them.
Semi-Intelligent - things like animals that can move from area to area but have fairly simple behaviors (hunting/eating/managing a territory). Out of sight of a player they can be abstracted quite a bit (cellular automata type mechanism can be used and generalizations of groups could easily be done). Ecosystems can be built up over their simple behavior patterns. Realizing their details (from the abstract) when the player comes near might be done via generation templates (only a few parameters need be saved and many might be almost completely random ). Usually these dont require complex coordinated detail to be composed for them (how many different variety attributes do you need for a Wolf ???) Games already do this with 'spawns', but usually much more static. Simple NPCs might be of this type.
Significant - Objects that are capable of strategy and complex interactions with the players and the world (much heavier AI). These drive the plot interactions. They can be abstracted when out of sight to some extent, but their interactions
and effects on the world are significant and preferably should have some continuity (and would be harder to 'generate' realizization from abstract quickly when a player comes close). Even if they dont execute their AI constantly, the processing load is large (think some kind of goal oriented/planning AI ). A 'significant' object might not even have a physical presence, but act as a controller (a village as an abstract organization on a world map which coordinates the behaviors of all the local inhabitants...)
Depending on the complexity of the scenario there may only be a dozen 'significant' objects (or hundreds - every town/village as its own political entity as well as the free-agent plot driving personalities/factions).
Lackeys - Objects which are linked to a 'significant' which would be controlled as a group (Boss & Lackeys). They can be abstracted easier because the Boss's AI drives them and their own can be simpler reactive/command driven. They can be template generated when realized from abstraction. The 'Boss' moves around
on the abstract world map actively with a set of lackeys which can be fleshed out when needed. Lackeys could be used as pawns - moving them around as resources to represent/implement the 'boss's influence'. Lackeys likely would have more complex behaviors than the 'Semi-Intelligent' objects (more plot theme oriented). Able to do simple goal oriented directives (along with the typical reactive behaviors). NPCs in a town take their 'mood' from the town (sig) itself. They would alter their behavior from a normal schedule (coordinted from above). They still can have alot of role specific behavior, but the 'heavy lifting' of doing the higher AI would be done for them (saving alot of duplication of processing).
My project is similar to the OP except that I am doing a seamless world (ugliness of cross area interactions.... worse - cross zone servers).
The AI load is large enough to require more than one seperate AI server for the 'significant' objects -- with several tiers of hierarchies of local social entities/alliances/factions and fields of influence. Economies and ecologies are simulated at the abstract level to present appropriate situations
to the player (who sees the 'realized' details).
It will be interesting when online games actually start doing things like this in more than feeble rudimentary ways. CPU power only recently have begun to reach adequacy for reasonable AI -- example: I played UO for several years before they got around to (or able to) use pathfinding for the monsters (before that they only traveled in straight lines towards a target, making it very easy to force them to get stuck on scenery features.)
As I've mentioned in other postings, the game companies may be able to save alot of $$$$$ by using such simulation mechanisms to drive their plots (and quest systems) versus the chore of handcrafting them in increasing volumes and complexities.
#15 Members - Reputation: 122
Posted 10 November 2006 - 05:36 AM
Develop a schedule for entities that can be referenced based on time, so that when an entity enters a certain range of the player (Sphere, or AABB) the entities can be set to _roughly_ where they should be doing what they should be doing. Then micromanagement can take over.
I guess an easy (overly simplified) view would be
Entity TIM has Schedule:
T:0 Get Up
T:100 Go Downstairs
T:300 Leave House
T:400 Get In Car
T:168300 Arrive Home
T:168400 Go to bed
So, for that entity, when it goes out of range of the player, we store the time that it became no longer active (given that these are relative times, interactions will take entities off their course and you can't expect them to follow this when under micromanagement).
So, when Entity TIM becomes active again, we take the difference in time to find where the entity should be. This is extremely simple, of course, and you could expand on it by doing perhaps a cursory evaluation of a tree of interactions to determine where things would be. This would be a computation hit when entities become active, but it would allow entities that are not active to have no affect on your CPU load.
So, a tree could involve decisions that you evaluate based on heuristics or just randomness, so things would not be as predictable. Of course, I don't know the nature of your entities. If this was a RTS type game involving flight for example, you could have decision trees for what they would have built in your absence.
If I am way off here, please let me know. I just ramble off the top of my head at times.
Good luck!
#16 Members - Reputation: 876
Posted 10 November 2006 - 07:56 AM
For example, the player blows up a doorway -- and so long as the player isn't near, NPCs can teleport through the door's rubble. But if the player stays near, the NPCs can't path past the rubble.
Unless you are really careful, the game can easily break down to "you have to go away from this location (at least 1 km), then start walking back at 1 pm, arrive at 3 pm, and the game will be in a special state" kind of features.
Or, "camp out for 1 minute" in order to teleport an NPC kind of features.
I suppose that isn't always game breaking.
#17 Members - Reputation: 102
Posted 10 November 2006 - 09:52 AM
Based on your description, it seems that the multi-threaded architecture is used largely for managing PC joining. You didn't go into a lot of details about the actual NPC updates. In particular, I'm not quite clear about how you propose to update NPC's - does the NPCNodeManager check for player proximity and prioritize the AI for the NPC's that are closer?
NPCNodeManager is just for message passing and Time-expensive calculations.
In general, the NPCs are just actor processes. They respond to messages.
The two ways I can deal with NPC AI are:
Parallel AI process that monitors and reacts to predefined behaviors for changes in the NPC (process) along with an idle decision tree (the tree that starts with, I'm alive and healthy and at my starting location).
Set up an NPCAINode under the NPCNodeManager for each AI type in the Zone. Have it manage the AI for all the NPCs in the zone, reacting to predefined behaviors for changes in the NPC (processes) along with an idle decision tree (the tree that starts with, I'm alive and healthy and at my starting location), per type.
Given how much load is on the Zone Server and the ability to spawn Parallel AI from templates, there's no real good reason to go narrow IMO, other than it's harder to administrate on an individual NPC basis. I go wide.
There's no priority other than NPC AI in PC populated Zones, which should have priority, but that's not something I'm interested in enforcing and have not.
[Edited by - Jack9 on November 10, 2006 4:52:42 PM]
#18 Members - Reputation: 212
Posted 10 November 2006 - 11:42 PM
I really apprieciatte all of your insight, and have come up with an initial design for the update lod solution.
Basically, there with be the WorldZoneSphere, which is like a quadtree manager, with the ZoneSphereNodes. All These nodes will contain lists of the Abstract Object. With a Virtual Function, the actual object can then define itself LOD based on the the parameters given to it. The ZoneSphereNode maintains updates ("the function")
The Octree maintains visibility ("the form"), and pivots around the player instance. A super frustum, aka Abyss, is basically the communication protocol that associates objects ("the function") with instances ("the form"). Based on an intersection of the Abyss with the ZoneSphereNodes, you can reduce the working set of tests needed, and maintain a multithreaded solution for streaming new objects in when needed.
Thats a basic overview of my initial theory, implementation will work out all the little details overlooked.
My engine is already multithreaded, with the Scene and Render thread's running in parallel, so leveraging this structure is to my benefit.
Thanks again!
#19 Members - Reputation: 876
Posted 11 November 2006 - 02:20 AM
On the other hand, if objects can promote themselves to higher nodes in your quad tree, you can efficiently have "far away" things that get queried for updates.
Query your node, and adjacent nodes, if they want to be updated. Do it not only at the most fine-grained level, but at each level.
This results in you querying 9 nodes per level. There are a logorithmic number of levels -- so you have to query a logorithmic number of nodes.
The trick is only the objects that can respond to far-away queries can be in the "larger-level" nodes. So you'll only have to do O(lg(width of word) + # of items you have to query) work in the update phase.
The "visit everything" pattern falls apart when doing sparse visitation. When you are doing sparse visitation, you want to only visit a subset of the objects that corelate strongly with the objects that will actually do something when visited.
#20 Members - Reputation: 769
Posted 11 November 2006 - 08:59 AM
In addition, each object should have a maximum wait time. When an update has just been run for the object, it adds itself to the queue again for a time that far in the future. Then you can have 'always realtime' objects that have a wait time of one cycle.


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