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Streamed loading....

Started by Meister_J Jun 9, 2002 at 7:46 PM 2 replies 1.1k views
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Meister_J
Meister_J
I was just playing Dungeon Siege. I''m facinated by the ability to travel without having to stop for graphic reloading.. Any ideas of how they do that?
-J__________________Don't ever frown. You never know when someone is falling in love with your smile.
Fruny
Fruny
The game is tile based. I guess they keep track of which tiles are used in the neighbouring areas and keep them in memory.

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Meister_J
Meister_J
ok, well how about something like World of Warcraft.. that's a full 3D engine (as far as I know anyways) and they too have streamed terrain...

[edited by - meister_j on June 10, 2002 8:36:27 PM]
-J__________________Don't ever frown. You never know when someone is falling in love with your smile.
thewayout_is_through
thewayout_is_through
You can use modular models with streamed vertices and textures.

In other words, make set of models containing a set maximum of vertices per model in a cubic space of a standardized size that can be easily mixed and matched to create seemingly random surrondings (single objects can be made of multiple models as well). Then we make a level map that contains sub sections housing information about what models are present in them and their orientation, our engine can read it and determain what data is needed to create a virtual sub level to manipulate and render. Now these cubic models can be used, re-used, loaded and unloaded as nessesary for rendering a scene.

The vertices and textures can be streamed by breaking them down into packets of primay and secondary vertices etc., as the additional packets arrive for the model you can sub-divide the polygons to enhance the detail progressively. The textures themselves follow a simular line, you can use texture blending for a transistion to greater detail with each packet that arrives.

In essence this is also a "tile based" engine, just expanded.
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