Game Development Community

Limitations of terrain engine?

by John Matzen · in Torque Game Engine · 08/29/2005 (10:46 am) · 6 replies

I'm trying to figure out the current limitations of the terrain engine. By that I mean how large of a terrain can you reasonably expect to have and at what resolution? An example might be 100,000x100,000 units at 1 unit resolution. Is the resolution of the terrain fixed to a particular unit size or is it configurable? Do the tools start to slow down with certain terrain sizes? I would expect that even a terrain engine with virtually unlimited expanse would eventually run into numerical precision errors unless it does something smart like divide the world space into chunks (similar to what many MMOs do)... does it do this?

Thanks

John

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#1
08/29/2005 (11:15 am)
You can get the demo if you do not already have the SDK and find this out for yourself the only difference between the SDK and the demo is you get the c++ files with the SDK and you can sell your game.
#2
08/31/2005 (7:28 pm)
John,

For TGE, the terrain is 2048x2048 units and then repeats the same block. I don't know what TSE does.

Thanks.
#3
09/02/2005 (10:17 am)
TSE is a bit different, but it is far more scalable!
#4
09/02/2005 (10:18 am)
Can you put holes in the terrain in either the TSE or TGE terrains?
#5
09/02/2005 (10:34 am)
In TGE terrain you can, not aure about Atlas (TSE terrain)
#6
09/02/2005 (11:12 am)
Not until the terrain editor is completed (MS 3), but one additional advantage of Atlas terrains is that they are fully rotatable and translatable...so you can build full caves, overhangs, and the like simply by making each wall/ceiling a terrain, and then moving them where you want them.