Game Development Community

Huge vast non loading worlds.

by Jaren Watkins · in Torque Game Engine · 10/25/2008 (4:10 pm) · 7 replies

Is it possible to create huge worlds like say it takes five hours in game to walk across it from one end to another in Torque without having to have Zoning like in Minions of Mirth Foundations Of Hope ect. ?
If so how would you do so?
to create Vast detailed Terrain fairly quickly how would one do that?
Also Trees is there a way of getting a randomly seeded trees without having to place each one by hand?

#1
10/25/2008 (4:23 pm)
My largest zone takes about 30minutes to walk across, seamless zoning would require a complete reset of how the code works, sure you can create a large terrain with i believe atlas and mega terrains as well. 5 hours to go from one end to another is a lot of territory to fill in too.

Trees can be places with ground cover programs as well s creatively places foilage and shape replictors built into the game editor already :) Also there is a Forest package thats around that might be of interest for more realisting trees. But most of those require some source modifications.
#2
10/26/2008 (8:15 pm)
Do you know were I can get one of those ground cover programs?
#3
10/26/2008 (8:51 pm)
GroundCover is part of TGEA 1.7.1, its not an external tool.
#4
10/27/2008 (4:19 am)
Quote:to create Vast detailed Terrain fairly quickly how would one do that?
This is mutually exclusive.
You can't get a a vast detailed terrain quickly.
#5
10/27/2008 (10:09 am)
Ok I didnt know that thanks for informing me I realy would like to get TGEA. So to make a zone that takes 30minutes to walk across? do you just go to the area editor and make it as large as possible and thats as big as it gets?
#6
10/27/2008 (10:22 am)
Well, for TGE, its basically as simple as going into the editor, and changing the tile square from the stock 8 to a larger number up to the size you want, i think there is a limit, but really, when it takes you a week to populate the basic landscape, textures, and general buildings (once those are created) Your looking at probably a month to create a single map and populating it, not including the rest of the game.

Unless you only want maybe 6 of these size maps (thats 6 months minimum, not counting the actual game play work) Trust me, im talking from experience, if you have a team of artist all working on this project, i suspect your looking at a week or 2 still at least per zone of this size. you want anything larger, your also running the risk of having way too much stuff running on your map at once (accounting for ai process, spawning, particles, weapons, raycasting, ect) This is why 99% of the game you see break their games into zones that are smaller and easier to manage by the client. Not everyone you sell the game to is going to have the same monster setup you might have.

Set it to about 40, then start walking across, if thats not big enough for you, keep going up. but then consider the items above.
#7
10/27/2008 (10:57 am)
Ed is completely right, games like Dungeon Siege and Asheron's Call accomplished this, but at great cost and lots and lots of non-trivial engine coding. There are white papers out there which describe the processes in detail for Dungeon Siege, it's not to be taken lightly, it's nowhere near Average Joe functionality.