Virtual city model.

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hq9000

Virtual city model.

Post by hq9000 »

Hi, all!
My name is Sergey, I`m from Russia.
The project I`ve intended to realize is my native city`s virtual model.
The model includes topopography, buildings, roads, trees etc. so model is to be as exact and real-like, as possible.
It`s a great task of mine, so before I begin to work directly with the engine I have some questions for you: :?:

Main hypothetic feature of the 3dcity are:


1. a large distances available to look through

3d engines like Quake-1`s one have a limitation, that`s to say objects dissapear when we move away into the void. Can I solve the problem by scaling whole the map and decreasing the speed of viewport movement?
Perhaps it is possible to switch off this limitation by configuring the engine parameters?

2. Great number of polygons

How can a problem of too large number of polys can be solved? By deviding the map into some
dynamicaly loaded parts may be?
[dx/x]=HUNT3R
Posts: 271
Joined: Sat Aug 23, 2003 5:52 pm
Location: Hurricane Central, Florida

Post by [dx/x]=HUNT3R »

1. you can set the view distance in Irrlicht:

Code: Select all

camera->setFarValue(30000.0f); // enter whatever distance you like
2. loading different parts of the city would work as you reach specified boundries, just like if you finished a level in the game and load the next level but are still in the same game map. But if you load in the whole map as an OctTree then it is optimized such that only the polygons in the view frustrum are drawn to speed up performance.

Hope that helps some...
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