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Re: Too big?
[Re: Jaeger]
#279596
07/18/09 11:57
07/18/09 11:57
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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I cant help with the chunked/unchunked terrain stuff, but the current A7's "world space" has a limit of +1,000,000 to -1,000,000 quants in all x,y, and z directions. (The actual number is 1048576. The limit of a var... )
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Too big?
[Re: Jaeger]
#279728
07/18/09 22:07
07/18/09 22:07
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
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User
Joined: Dec 2008
Posts: 528
Wagga, Australia
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I've also seen examples in the AUM for "stitching" terrains together, and for making "endless" terrain. Which AUM is "endless" terrain in? I've seen the "stitching" AUM, but not the "endless" one. I'm interested..
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Re: Too big?
[Re: Damocles_]
#279841
07/19/09 15:37
07/19/09 15:37
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Joined: May 2009
Posts: 258 Chicago
Jaeger
OP
Member
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OP
Member
Joined: May 2009
Posts: 258
Chicago
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Yeah, but the problem is having that "transition" for one part to another seamless, without any lag or pause for loading. That would basically defeat the fun factor of our game. Imagine your chasing down a Bf-109 across the skies of Africa, you're zeroing in to make the kill, and he runs to a new "sector", then the game pauses to load or lags, and totally ruins your pursuit. No one would want to play, lol. I guess we could pre-load or pre-allocate the whole world before the player ever enters the game. Then they can go from piece to piece with no delay. I hope... I know it worked for bullets. If I didn't preload the mesh and texture, I would have lag when you fired your first shot. But when I preloaded it, ent_create would work on demand without a hitch. So I guess level_load could be handled in a similar way. I suppose we could break the whole world down into "chunks", which load one by one before you spawn into the world. Then your PC only deals with the part you are in. Then we'll have to make it so that 4 chunks are close to the size limits of the engine. That's in case a player is at a corner, where 4 parts come together.
Does that sound reasonable?
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Re: Too big?
[Re: Jaeger]
#280124
07/21/09 01:19
07/21/09 01:19
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Does that sound reasonable? Yes, but use ent_create so that you can load another sector without leaving the current one. Also this means you can have some LoD -- for example, you want some mountains on the horizon, but since they player isn't actually anywhere near them you don't want to have the high-detailed version eating up resources. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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