|
||
|
GP Mailing List
ATXGPSIG List
|
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: this is a test
Thanks Sami, 1) The height map resolution will be choosen to reduce the size of the map (but not too hight to keep accuracy). Not only for reduce the storage on the client side (it can load only a small portion of the map) but for the server side. Because the players could be anywhere on the map, potentially, the server must keep all the map in memory to be able to compute players positions. 2) If I understand your idea, I must compute too map: one with low level of details and one with hight levels of details. To limit mass storage, it could be possible to compute the low level one on the fly. So it's like ROAM algorithm. No? Ludovic Famechon PS: On http://www.vterrain.org , I have found a link to the SOAR library. It run fast on my poor K6-II 450MHz. Is anybody already use this library in an engine? ----- Message d'origine ----- De : "Sami Näätänen" <sn.ml@bayminer.com> À : <gameprogrammer@topica.com> Envoyé : mardi 30 mars 2004 19:04 Objet : Re: [GP] Large map virtual 3D world 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?
|
|