City mapping

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miohtama
Posts: 1
Joined: Fri May 07, 2004 11:42 pm

City mapping

Post by miohtama »

Hi,

I am a team leader in a commercial project creating a BMX flatland freestyler video game. We are going to use Irrlicht for the project. Currently I cannot say a lot since the project is still quite young. We'll create demo for PC and later we will probably port the real game for consoles (when we get some cash to buy console SDKs).

The game will feature "free" traveling in city environments. By saying free I mean free like in GTA, there are no "invisible limits" like in racing games.

1. We have speculated should there seamless environment a.k.a. Dungeon Siege without loading screens. Any ideas how to implement something like this? Anyway, it would be hard...

2. What algorithm choices we have for city mapping? Do you know what kind of tricks GTA Vice City uses? BSP/Portals/Octress etc.

3. We are also considering how to implement network code. Any ideas for this?

We are going to submit back any patches we need to make for Irrlicht. You can expect some progress before the end of the summer.

And we have open places for 3D experts in our team. Currently we are applying for sponsor funding from a big international drink company.

Cheers,
Mikko Ohtamaa
Oulu, Finland
Masdus
Posts: 186
Joined: Tue Aug 26, 2003 1:13 pm
Location: Australia

Post by Masdus »

1. They use a technique known as paging. As i understand it you basically split the map up into smaller sections ans only display those sections that the user can currently view. As the character moves you load in new map sections and delete ones that are no longer needed. to work well it requires the use of threading so the maps are loaded in the background of the app using any free cpu time

3. There are a few network modules arround. Pretty sure several of them have been mentioned in these forums
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