Game Development Community

Deform, Modify Map at runtime

by Deva Winblood · in General Discussion · 05/24/2007 (12:35 pm) · 6 replies

With the current design is it possible to tweak the map and terrain at runtime? I know if I rework the source code it can be made to do it. I am simply wondering if it exists now.


I want to be able to adjust heights in my game at runtime. Generate random surface maps and place buildings and such on them at runtime.

I assume the portal system does not currently support this and that is something I'd have to tweak the source for to make dynamic building and portal support.

These are things I am interested in seeing far down the road and do not need at this moment.

This discussion is just a feeler to see if any of these things are CURRENTLY possible.

In my space sim thread I discussed wanting to make a tile system. Part of what I intend to do with such a system is to be able to generate a surface via terrain system, then using what we discussed here level out a portion and stamp down some buildings and such at random places.

For Space Sim this basically boils down to making new planetary surfaces based on a Random Seed for each planet you land on (some may not even need structures).

My ultimate game design (the holy grail for me) might never be achieved but, I'm seeing what type of minigames and ideas I can complete to lead me towards such a game.

Right now I have a tremendous amount to learn about torque. I have only had it for two days. I did order both of Ken's books on it. So, between that and this cool community I think things are good.

Thanks for the comments on the previous threads. ;)

#1
05/24/2007 (12:44 pm)
Terrain deformation at runtime actually works now, but it is tied into the in-game world editor (F11, then go to the terrain editor - F6). If implemented into an actual game (rather than in the editor), there might be some issues to work around, notably networking, mission relighting, collision, etc.

If you were to dig into the world editor scripts to see how the terrain is modified, that might be a good starting point for a customized in-game terrain deformation system.
#2
05/24/2007 (12:50 pm)
Thanks for the pointers. I have read some of the threads on deformable terrain about the lighting issues. In my case having planet surfaces be dynamic is more important than accurate shadows until that can be fixed. So, I think what I want to do might be doable.

I will look at what you suggested first.
#3
05/24/2007 (3:29 pm)
TGEA uses dynamic lighting and does not have the lighting issues that TGE does, correct?
#4
05/24/2007 (5:39 pm)
You also may want to take a look at the terrain deformation resource (do a search)--it does networked realtime deformation, which Aaron's observation does not.

It basically works by expecting the clients to have the base terrain data on their client, and therefore networks changes (deformation objects) to those clients.
#5
05/24/2007 (6:42 pm)
@Stephen
Ah. I missed that resource somehow. It looks very interesting.

@Deva
Here's a link to the resource Stephen referred to . . .

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7343
#6
05/24/2007 (7:36 pm)
Thanks - to both of you.