Game Development Community

Small terrain question

by Robin Degen · in Torque Game Engine Advanced · 09/24/2005 (6:29 am) · 5 replies

Hello,

This might have been answered before, but i need to be 100% sure because this is really important for my game:

Accactly how large can my terrain be (non repeated)? Can it be like the world of warcraft terrain size, where it takes about 4 hours to walk to the other side? And i heard it's possible to have only 1 terrain texture to cover the whole thing, is that worth it? and will the textures still be sharp?

I have a radeon 9800xt 256 mb so for me it's no problem running it at all, but i have a few developers (modellers, mappers etc.) who have 64 mb videocards (NVIDIA GeForce4 MX 420), how good will tse run on there, offcourse with the lowest possible settings on 1024x768)?

Robin Degen
K.O.R.e. Development team.

#1
09/24/2005 (6:46 am)
World of WarCraft is instanced and you move from one server to another via message systems, so it's not the same thing. You can't compare the engine to a server-infrastructure. It's possible, I guess..

Quote:
who have 64 mb videocards (NVIDIA GeForce4 MX 420), how good will tse run on there, offcourse with the lowest possible settings on 1024x768)?

Eh, it depends on what is visible in the scene and how your game is structured? If you're a developer, you should know this. TSE can (or will) run on many lower hardware configurations, but you can't just pop a number out of the air and expect someone to give you an estimate :) It depends on the scene.

Is there only a polygon in there? Alot of pathfinding? Collisions? Etc.
#2
09/24/2005 (6:56 am)
Does WoW? Because i ran a server emu, and that runs everything on 1 server without any in-between loads in-game. You can walk really far without a load.

As for the scenery, how high poly isnt planned yet. But we're currectly only using the regular dif shapes and dts. The player model was about 10.000 poly's, but we can work on that. There is no player/monster collision. No pathfinding (just randomly walking monsters). I really think our game can be best compared with world of warcraft (atleast for the scenery and it's amound).
#3
09/24/2005 (7:33 pm)
Quote:
Biggest terrain theoretically possible in Atlas: 1.8e128 times bigger than the visible universe on a side. It would have more height samples than there are molecules. This is at 1m sample spacing. And, if you had a disk array big enough, it would run in realtime on a high end consumer system.

So, yes, a terrain the size of a WoW terrain is plenty feasible. The sharpness of the texture depends totally on how big of a texture you use. There are plans to allow for blended textures like TGE currently supports (and WoW for that matter) but no date on when that will be available (as soon as possible).

TSE will not run on a GeForce4 MX 420 since that card does not support shaders.
#4
09/25/2005 (3:29 am)
Many thanks. But how are textures then applied? Just like grass just going over in let's say sand. Would that just be like bam... other texture? Does that look any good? Sample screenshot?
#5
09/25/2005 (5:41 pm)
It's one huge texture applied over the entire terrain. So you might have a 16,000 by 16,000 image and it'd be applied over the whole thing, once. So if you want a transition you can paint it in (or generate it with a program like terragen).

The blending would allow you to have much smaller textures, tiled and blended, like WoW or TGE.

There are lots of screenshots of Atlas - check the IOTD from around GDC for some "official" shots.