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Terrain and buildings?

by Simon Sancartier · in Torque Game Engine · 04/09/2001 (11:22 am) · 2 replies

I was asking myself if the V12 could handle a whole city well.... basically I don't necessarily need that much variation in terrain altitude... it could be a flat map... with a concrete street texture pattern.

But the thing is, I need a LOT of buildings, maybe like 45-50 (ideally). What I was wondering is if the exterior/interior engine would pose a problem with that. Would the engine be able to handle all those buildings ?

After all the buildings would all have doors so considering that the interior engine is portal based, that would reduce a lot of polygons on screen. Still I'm left wondering if the engine would handle a whole city considering there might be 64 players going around.

If you need a better explanation (I know I'm being sketchy here), go on with the thread and ask me.

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#1
04/09/2001 (12:45 pm)
Simon,

I don't think V12 would have any problems with cities. Assuming your players aren't flying around above the city where they'll see all the buildings in one view arc, it should be fine.

There are some really good occlusion algorithms for city-like renders. They work by creating a horizon line on the fly, and checking if your building is totally occluded by the horizon.

There are also LOD hooks, Tribes 2 has excellent building LOD support. As you move away from the building, it chooses the less-detailed models. So your city of 50 buildings may only have 2 at max resolution, while others are progressively less-detailed. The ones in the very back would be simple boxes with texture maps on them.

--Bryan
#2
04/09/2001 (2:37 pm)
As well, any level design to maximize how many polys you are actualy seeing as well. As you said, dont' be flying over the city, as well as making sure there are no large open spaces within the city(Times Square for example) would pose a problem.

In short, design the city well and it should work.