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SeQueNceR

Big Map Buffering Problem

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Dear all Users !! i'm Really happy with this super great Forum... i'm working on a game seems like GTA... i've a map of the virtual world , Radar on the right side which has a small arrow displaying where the player is... my Confusion !! we have a Super Huge World.... with super huge map... it's nearly impossible to load all of it on the ram... are there any theories of cropping a buffer and loading it ? B-T-W the player can move all around this super Huge map...so i need to change this cropped buffer synchronously with his movements .... any suggestions ? thanks in advance... SeQueNceR

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Quadtree, kd-tree or similar space-partioning structure, where the static geometry is preprocessed within the level editor (no need to process anything but dynamic objects at run-time).
Then only have the visible node(s) plus the adjacent nodes loaded at any given time.

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I think that the OP's orginal concern was just about the map on the HUD not the geometry it self.
I guess what he's trying to say is that this map is to big to fit into a texture or even into VRAM / RAM.
Probably the game is streaming the 3D data etc.
The question then becomes how to update the texture needed to display the map?

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During load time, you could load in small portions of the map, and pre-render it into a small texture for the radar.

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i'm really thankful for Paying attention for my thread...

let me clarify my problem... this game will be played on a Mobile... so weak Processor and memory ... there's no 3d rendering all the game is in 2d "Somthing like GTA 2" as shown in this image

http://www.gta.ru/images/gta2/gta2pp.jpg

my problem is that my Map Is Too Big to fit memory in one time. so i need to buffer a little zone... and update this buffer while the player moves...

if there's some theory for this problem just name it & i'll search for it.

thank you again and sorry for disturbance

SeQueNceR

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