Game Development Community

T3D Flight-Sim

by Duey Oxburger · in General Discussion · 04/20/2009 (9:25 pm) · 4 replies

Hey All,

I'm thinking about building a flight-sim in T3D, and will need to cover thousands of square miles of terrain. What will be the best way to approach this in T3D's pipeline?

Thx,

D

#1
04/22/2009 (10:57 am)
Hmmmm, radio silence on this thread. C'mon guys, what's your thoughts here. I'd be particularly interested in hearing from Development SE's on this, as well as Torque SE's... I should also apologize for the vagueness of this thread, but being at the beginning of my project, and new to T3D, I am thinking in very broad strokes.

thx,

D
#2
04/22/2009 (11:30 am)
First off keep your terrain detail reasonable for your game. You could create a 1024x1024 height map in Torque 3D using a 12 meters per pixel scale. That gives you a 12288km x 12288km terrain... which is pretty damn big.

Second i would write my own specialized threaded manager for loading in mission files dynamically as you move around the environment.
#3
05/13/2009 (1:07 pm)
@Duey,

I am doing the same thing, but I have run into a few snags. One issue with doing large worlds is the precision. If you have objects at high coordinates in the world (10000+) and this includes aircraft flying around, the objects start to jitter/shake and data gets lost. Another issue is large view distances, if you want to be able to view a realistic distance on a clear day, the depth buffer doesnt handle that very well.

@Tom,
Actually, that would only be 12.28km x 12.28 km. You forgot to divide the 12288 by 1000 (12288 meters / 1000) 1000 meters/km.

#4
05/13/2009 (1:18 pm)
Ah... right ... i ment 12,288m x 12,288m not km.