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Re: [GP] Large map virtual 3D world



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On Tuesday 30 March 2004 19:43, Jason Clark wrote:
>
> One trick I use is to break the world down into grids, and only load
> the current grid and the ones immediately around it, so they can
> travel without interruption and it appears seamless without taking up
> all of their memory.
>
> i.e.,
>
> here's the world, x is the grid the player is in and L is loaded:
>
>  - - - - -
>
> | |L|L|L| |
>
>  - - - - -
>
> | |L|x|L| |
>
>  - - - - -
>
> | |L|L|L| |
>
>  - - - - -
>
> Then as they travel you can load the surrounding grids and unload the
> ones out of range. If they are flying and traveling quickly, you may
> need to load more at a time.

I think the map should be split in layers if there is need for the 
flying thing. Just use the fine grid when the person is at certain 
height from the area you are rendering. this way the mountain where you 
stand can be rendered with full quality and the valley down below with 
reduced quality. The only thing that is hard in this aproach is to 
connect the different layered areas so that it looks good.

So when you render the area you simply use the layer which distance to 
the camera falls between given values.

Best looking way for this different layers intersection could be simply 
to provide transition versions of the detailed tiles, but for something 
like this big those should be calculated on the fly I think.

What is the intended height map resolution on the lowest level by the 
way?

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