How to load continous terrain? Im talking WoW size here

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7 comments, last by gsamour 13 years, 9 months ago
Obviously if the whole terrain gets rendered it would take about 1 hour per frame>.>

also i dont want to keep reloading terrain every second as this would cause major lagg..

Any suggestions?
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Split the terrain into manageable chunks (E.g. 100m x 100m) and then stream in the chunks potentially coming into view and free up the chunks going out of view.
Hmmm yeah i get this however where do i load it? When the user is on the edge? I dont want the user to see an obvious lagg by walking back and forth
The standard trick is to load a 3x3 grid of nine cells, with the player's current cell at the center. When the player leaves their current cell and enters a new one, you still have the width of one cell between the player and the unloaded terrain. Then you can start loading the terrain in the background and when done properly, the terrain loads before the player can see the edge of their current cell.
quadtrees and LOD. You can start streaming at any point when the player is walking into the direction of the next terrain, break the stream if the player gets away from that area and begin streaming the new direction.
fog also comes into play here as you make sure the player can't see beyond what they are supposed to be able to see,even if they are standing on a high mountain.
Thanks for all the replies i think ill go with a 3x3 grid

Also does anyone have any tutorials about the quadtree crap just to get me started??
Cheers
Quote:Original post by harminal
Thanks for all the replies i think ill go with a 3x3 grid

Also does anyone have any tutorials about the quadtree crap just to get me started??
Cheers


Quad-Tree Crap

I think you may find these thesis projects useful:

http://guildhall.smu.edu/Christopher-Jones.254.0.html

http://guildhall.smu.edu/Tyler-Robertson.295.0.html

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