Terrain: non repeating and massive terrain questions
by Mike Stoddart · in Torque Game Engine · 09/02/2002 (4:27 pm) · 3 replies
I found the code for the terrain manager that is available, and considered trying it out. But first I have some questions.
Does it provide a 100% working solution for both non-repeating and large scale terrain? I found a post somewhere talking about non-repeating terrain, but it appeared that there was a problem with collision detection still taking place where the repeating terrain used to be. Is there a solution to this anywhere?
Thanks!
Does it provide a 100% working solution for both non-repeating and large scale terrain? I found a post somewhere talking about non-repeating terrain, but it appeared that there was a problem with collision detection still taking place where the repeating terrain used to be. Is there a solution to this anywhere?
Thanks!
#2
You have to remember that the main goal for something like this would most likely be a 100km-100km area or something, not an infinite world. It would be very hard to get unique content into an infinite world...
09/03/2002 (5:23 pm)
Well what would be really nice would be to have something that checks againts player position and view distance and loads terrain when a new part comes being nearly into view, either that or loading all 8 adjacent terrains along with the current macro-tile.You have to remember that the main goal for something like this would most likely be a 100km-100km area or something, not an infinite world. It would be very hard to get unique content into an infinite world...
#3
...but I guess you are right.
:)
09/04/2002 (7:11 am)
I always liked the phrase:" To infinity and beyond!"...but I guess you are right.
:)
Torque Owner Bendik Stang
Does the 'non repeating terrain code' work as a dynamic level loader?
If it is only the terrain that can be read, then it's not of much pracitcall use (for some games).
If one were to make a large game universe the best soultion would be to allow the various levels be loaded and unloaded as one moved around the map.
Each level could then be smaller to reduce the load/unload but subesquently the game world could be close to infinite...(limited by HD space)
:)