giving the impression of an endless repeating scene
giving the impression of an endless repeating scene
Hi there, basically i wanna make a scene that infinitely repeats in all directions, can anyone give me a clue how? or maybe just pointing me to some links, thanks!
almost forgot my simplest concept is when the camera view reach the end of level/scenes it should automatically draw the opposite view of the scenes, but that just for the camera.
almost forgot my simplest concept is when the camera view reach the end of level/scenes it should automatically draw the opposite view of the scenes, but that just for the camera.
try this way :
-load the worldmap or the world mesh 4 times;
-make as the current world the containing camera world;
-make camera range less than size_world/2;
-get each frame the camera position resulting which quadrant it is in;
-position the others world at the corresponded quadrant;
-when the camera passes outside of the current world, make the current world the world containing actual camera position;
take a look here:
http://img801.imageshack.us/img801/7561/fourmaps.jpg
-load the worldmap or the world mesh 4 times;
-make as the current world the containing camera world;
-make camera range less than size_world/2;
-get each frame the camera position resulting which quadrant it is in;
-position the others world at the corresponded quadrant;
-when the camera passes outside of the current world, make the current world the world containing actual camera position;
take a look here:
http://img801.imageshack.us/img801/7561/fourmaps.jpg
Last edited by nespa on Thu Mar 31, 2011 11:31 am, edited 1 time in total.
yeah it's work, but i guess we'll be lack of performance if we load a huge scene...don't we?...hey, how 'bout this, if we place camera on each quadrant(near each border end), and true we need to reduce the camera farValue, so we only need to switch which camera is active.....????(yeah something like that... ) maybe it will give the same result....thehehehe...thanks dude!
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It's a technique of loading and unloading parts of your terrain from disk when needed, it can be hard to do without bottlenecks but it can produce huge terrains without memory overhead, and could be adjusted to support repeating terrainspe_ank wrote:"streamed terrain? " don't know that yet.....but i think i'll try to cover that later or if i've got a dead end...anyway thanks a lot dude, that give me another option to try!
Hmmm....sound interesting, would you mind pointing to some link, uh..oh i mean not the whole source code, but the main concept.....(well, some example will be nice too ), i really appreciated if you do that...thanks again dude!Radikalizm wrote: It's a technique of loading and unloading parts of your terrain from disk when needed, it can be hard to do without bottlenecks but it can produce huge terrains without memory overhead, and could be adjusted to support repeating terrains
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