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YanickSalzmann

Terrain handling in strategic game

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Hello everyone

I have a terrain engine which im using in some of my RPG like games. Because its in a 3rd person perspective i use an approach that engine always loads 9 chunks of terrain around the position of the toon and updates it while the toon is moving. Because the movement is relatively slow compared to the size of one chunk and because you cannot really see a lot of terrain in 3rd person mode this works without any interrupts or visual distortions. But now id like to make a RTS game where you can see a lot more of the map and where you actually need to travel on the map instantly without any (noticeable) delays. Thus i guess that my current engine is not really what im looking for.

This leads me to my question:
What is a theoretical approach to the structure and the loading of the terrain? How can i assure that not the whole map is loaded into the memory during the whole time but its accessed within some frames so that you can instantly jump between locations?

Greetings
Muepe

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This topic should probably be moved to "Graphics programming and Theory", as it's more likely you'd get more help there.

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