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Terrain

Started by Whirlwind Apr 19, 2000 at 9:42 PM 5 replies 400+ views
Original Post
Whirlwind
Whirlwind
Does PR support dynamic loading of terrain. For example, if I make a big honkin'' island/continent, can I break it into chunks and load each chunk as needed from the HD? I''ve not bought the library yet, but I am negotiating with a higher power to purchase a license.
Joviex
Joviex
quote:
Original post by Whirlwind
but I am negotiating with a higher power to purchase a license.


heh. In my case that is the wife.



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   if(reply.IsSpam()) {
      while(true) {
         int*ptr=new int[1000000];
         reply.RandomInsult(); } }
   else std::cout<< "mailto:amorano@bworks.com"
}
Whirlwind
Whirlwind
Yep, you hit the head on the nail. I am coughing up the yearly upgrade for it. I am happy with my computer as is. My idea for both games I am thinking of undertaking, will involve one big continent, and all the continents. I figure I had better start collecting how-to information early. If it comes down to it, I might have to scale everything to fit the size I need ie a foot might be .01 units in game.
revolver
revolver
The only problem with scaling terrain bigger and bigger is the resolution fo the terrain texture. If you don''t do anything, your texture gets stretched out as the texels are mapped to more and more pixels. You can increase the resolution to maintain the same texture quality on a larger terrain, but your data size will be getting very big, very fast.

-------------------
Revolver, aka Brian Smith
MIS Programmer Analyst
brian.smith@realpage.com
RealPage >> www.realpage.com

My views aren't even mine, much less my employers. =)
Creativity is a bloody nuisance and an evil curse that will see to it that you die from stress and alcohol abuse at a very early age, that you piss off all your friends, break appointments, show up late, and have this strange bohemian urge (you know that decadent laid-back pimp-style way of life). The truly creative people I know all live lousy lives, never have time to see you, don't take care of themselves properly, have weird tastes in women and behave badly. They don't wash and they eat
Whirlwind
Whirlwind
That is why I am hoping that there is a way to dynamically load map chunks.
revolver
revolver
Streaming terrain is a VERY fine art. Not only do you have to deal with (possibly) constantly accessing the hard disk, you''re probably doing much more texture paging than normal. In addition, you''ll probably end up compromising on the texture quality...as even 2mb textures can produce a noticeable speed hit on AGP boards.

To do this, and do it FAST, is very difficult.

-------------------
Revolver, aka Brian Smith
MIS Programmer Analyst
brian.smith@realpage.com
RealPage >> www.realpage.com

My views aren't even mine, much less my employers. =)
Creativity is a bloody nuisance and an evil curse that will see to it that you die from stress and alcohol abuse at a very early age, that you piss off all your friends, break appointments, show up late, and have this strange bohemian urge (you know that decadent laid-back pimp-style way of life). The truly creative people I know all live lousy lives, never have time to see you, don't take care of themselves properly, have weird tastes in women and behave badly. They don't wash and they eat
Whirlwind
Whirlwind
I want to do a FS game using DEM, DEM-like, or converted DEM for the terrain with a second tree,city,forest, desert,etc data map, with dynamic terrain blending. Gotta love PR for that terrain deformation.

The second game I have in mind will require an imaginary map with a walking transverse time of 1-2 months - real time. Both engines have unique tradeoff matricies, but potentially large data sets. The FS engine would only need high detailed textures when the aircraft is close to the ground, while the second game would require high detailed textures, but only a few would be displayed at any given time.

I prefer to multi-task when I program since it is rather hard for me to focus on any one thing for very long . The best bit is, a tree is a tree, irrigardless of which engine it is in.

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