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proj_mandirigma

Question/issues re: making continous 3D maps

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When making 3D continous maps like the ones in Dungeon Seige, is it a must that the whole map should be composed of small pieces attached together (like 2D tiles)? Let's say I have a series of 3D maps around 500m x 500m large each. Would it still be possible to use to maps to make a continuous game world? If not, is there anything I could do to these maps to achieve a continuous world?

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For a continuous world, the easiest way is to divide it into tiles and load the tiles as needed. To insure seamless transition, you also need to load and cache surrounding tiles in each direction so there is no delay due to disk access when the player moves into a new area. The simplest approach is the ultima 7 style where you load the tile the player is in, and the 8 tiles surrounding it at all times. Of course, while this is the simplest approach its really not the most sophisticated. For example, you can get a lot of loading if someone walks back and forth across the tile boundry. You might want to use a finer grid of tiles and cache them based on distance to player's position and how frequently they are used and use a sort of garbage collection algorithm, such that you always load new tiles to fill a certain radius around the player, and if the tile cache is full, you delete the most distant least recently least frequently accessed tiles.

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Quote:
Original post by invective
For a continuous world, the easiest way is to divide it into tiles and load the tiles as needed.


Also you could use default tiles for sea pieces between islands and on the edge of your world because you dont probably want to create each and every one of the tiles and save them when they are all the same.

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