• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Jalien

Infinite terrain rendering

9 posts in this topic

I want to rend a infinite terrain?but I don’t know how to do it?would you like help me?Thank you.

0

Share this post


Link to post
Share on other sites

Well, there are two ways to go about doing this. If the terrain is editable, you will have to go about it like Minecraft:

  • Generate new chunks as the player moves (using a seed).
  • Then, save each chunk to the HDD.
  • When the player returns, just load the chunk save file.

If the terrain is static, you can do real-time infinite terrain:

  • Generate new terrain as the player moves (using a seed).
  • Degenerate old chunks as the player moves away.
  • When the player returns, just regenerate the terrain using the same seed as previously.

Even if there are non-terrain items that the player can use or something, you can just save them to a save file without saving the terrain.

 

An important concept with detailed infinite terrain is Tessellation. Also, knowing proper memory management is also important since you will be adding and removing a lot of terrain data (and other data in general) to/from RAM almost constantly.

0

Share this post


Link to post
Share on other sites

another thing worth noting:

if your coordinates start getting large, such as when the camera is a long distance from the origin, there might start being graphical artifacts and jitter.

 

 

one solution to this problem is to keep track of a "reference point" which may serve as a local origin for the visible scene (and somewhere nearby the present camera location), and everything is drawn relative to this point. as the camera moves around, this reference point may also move around occasionally, but this may be invisible to the player.

 

object origins and similar may be stored relative to various defined reference points (such as for the part of the world they are currently located in). vector addition and subtraction can then be used to represent everything nearby the camera in a local coordinate space.

 

alternatively, object origins and similar can be stored using doubles, and the reference point (or maybe the camera origin) can be subtracted out as part of the rendering process.

1

Share this post


Link to post
Share on other sites

another thing worth noting:

if your coordinates start getting large, such as when the camera is a long distance from the origin, there might start being graphical artifacts and jitter.

 

 

one solution to this problem is to keep track of a "reference point" which may serve as a local origin for the visible scene (and somewhere nearby the present camera location), and everything is drawn relative to this point. as the camera moves around, this reference point may also move around occasionally, but this may be invisible to the player.

 

object origins and similar may be stored relative to various defined reference points (such as for the part of the world they are currently located in). vector addition and subtraction can then be used to represent everything nearby the camera in a local coordinate space.

 

alternatively, object origins and similar can be stored using doubles, and the reference point (or maybe the camera origin) can be subtracted out as part of the rendering process.

 

Yes! That's very important, otherwise things will get glitchy really fast.

 

One concept that I've read about is place the camera (and player) at the "world origin" and move/rotate the world around the player rather that moving the player/camera around the world. I've never tried it, so I have no experience with it. One problem with the concept is that it might not be as efficient as moving the player around the world (rather than calculating the position of just a few things (player, camera, etc.) you need to calculate the position of everything but the player/camera).

0

Share this post


Link to post
Share on other sites

I want to  rend a terrain by program algorithm, instead of loading the file.

Edited by Jalien
0

Share this post


Link to post
Share on other sites

How to Generate new chunks? I know something about Fractal,but it seems to be unreal.

Well, there are two ways to go about doing this. If the terrain is editable, you will have to go about it like Minecraft:

  • Generate new chunks as the player moves (using a seed).
  • Then, save each chunk to the HDD.
  • When the player returns, just load the chunk save file.

If the terrain is static, you can do real-time infinite terrain:

  • Generate new terrain as the player moves (using a seed).
  • Degenerate old chunks as the player moves away.
  • When the player returns, just regenerate the terrain using the same seed as previously.

Even if there are non-terrain items that the player can use or something, you can just save them to a save file without saving the terrain.

 

An important concept with detailed infinite terrain is Tessellation. Also, knowing proper memory management is also important since you will be adding and removing a lot of terrain data (and other data in general) to/from RAM almost constantly.

0

Share this post


Link to post
Share on other sites

Thanks for you help, In my application,the camera maybe moves a long distance from the origin indeed.

another thing worth noting:

if your coordinates start getting large, such as when the camera is a long distance from the origin, there might start being graphical artifacts and jitter.

 

 

one solution to this problem is to keep track of a "reference point" which may serve as a local origin for the visible scene (and somewhere nearby the present camera location), and everything is drawn relative to this point. as the camera moves around, this reference point may also move around occasionally, but this may be invisible to the player.

 

object origins and similar may be stored relative to various defined reference points (such as for the part of the world they are currently located in). vector addition and subtraction can then be used to represent everything nearby the camera in a local coordinate space.

 

alternatively, object origins and similar can be stored using doubles, and the reference point (or maybe the camera origin) can be subtracted out as part of the rendering process.

0

Share this post


Link to post
Share on other sites

How to Generate new chunks? I know something about Fractal,but it seems to be unreal.

Well, there are two ways to go about doing this. If the terrain is editable, you will have to go about it like Minecraft:

  • Generate new chunks as the player moves (using a seed).
  • Then, save each chunk to the HDD.
  • When the player returns, just load the chunk save file.

If the terrain is static, you can do real-time infinite terrain:

  • Generate new terrain as the player moves (using a seed).
  • Degenerate old chunks as the player moves away.
  • When the player returns, just regenerate the terrain using the same seed as previously.

Even if there are non-terrain items that the player can use or something, you can just save them to a save file without saving the terrain.

 

An important concept with detailed infinite terrain is Tessellation. Also, knowing proper memory management is also important since you will be adding and removing a lot of terrain data (and other data in general) to/from RAM almost constantly.

 

There are many ways to go about doing this. Fractal and Simplex are probably the two most popular. You just need to make sure you use the same seed (keyword) and algorithm for each and every chunk, otherwise you'll get some weird issues where chunks won't line up properly.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0