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Whirlwind

Terrain

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Does PR support dynamic loading of terrain. For example, if I make a big honkin'' island/continent, can I break it into chunks and load each chunk as needed from the HD? I''ve not bought the library yet, but I am negotiating with a higher power to purchase a license.

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quote:
Original post by Whirlwind
but I am negotiating with a higher power to purchase a license.


heh. In my case that is the wife.



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   if(reply.IsSpam()) {
      while(true) {
         int*ptr=new int[1000000];
         reply.RandomInsult(); } }
   else std::cout<< "mailto:amorano@bworks.com"
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Yep, you hit the head on the nail. I am coughing up the yearly upgrade for it. I am happy with my computer as is. My idea for both games I am thinking of undertaking, will involve one big continent, and all the continents. I figure I had better start collecting how-to information early. If it comes down to it, I might have to scale everything to fit the size I need ie a foot might be .01 units in game.

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The only problem with scaling terrain bigger and bigger is the resolution fo the terrain texture. If you don''t do anything, your texture gets stretched out as the texels are mapped to more and more pixels. You can increase the resolution to maintain the same texture quality on a larger terrain, but your data size will be getting very big, very fast.

-------------------
Revolver, aka Brian Smith
MIS Programmer Analyst
brian.smith@realpage.com
RealPage >> www.realpage.com

My views aren't even mine, much less my employers. =)

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Streaming terrain is a VERY fine art. Not only do you have to deal with (possibly) constantly accessing the hard disk, you''re probably doing much more texture paging than normal. In addition, you''ll probably end up compromising on the texture quality...as even 2mb textures can produce a noticeable speed hit on AGP boards.

To do this, and do it FAST, is very difficult.

-------------------
Revolver, aka Brian Smith
MIS Programmer Analyst
brian.smith@realpage.com
RealPage >> www.realpage.com

My views aren't even mine, much less my employers. =)

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I want to do a FS game using DEM, DEM-like, or converted DEM for the terrain with a second tree,city,forest, desert,etc data map, with dynamic terrain blending. Gotta love PR for that terrain deformation.

The second game I have in mind will require an imaginary map with a walking transverse time of 1-2 months - real time. Both engines have unique tradeoff matricies, but potentially large data sets. The FS engine would only need high detailed textures when the aircraft is close to the ground, while the second game would require high detailed textures, but only a few would be displayed at any given time.

I prefer to multi-task when I program since it is rather hard for me to focus on any one thing for very long . The best bit is, a tree is a tree, irrigardless of which engine it is in.

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