3 Polls at once.

Discussion about everything. New games, 3d math, development tips...
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A reasonable world limit for a "unlimited" world

less than 2.095.927 tiles (specify)
1
10%
2.095.927 tiles
1
10%
2.925.075 tiles
0
No votes
4.515.735 tiles
0
No votes
7.440.811 tiles
0
No votes
11.956.546 tiles
0
No votes
19.397.358 tiles
0
No votes
31.286.269 tiles
1
10%
50.615.991 tiles
0
No votes
81.902.261 tiles
0
No votes
132.518.253 tiles
1
10%
more than 132.518.253 tiles (specify)
5
50%
other (specify)
1
10%
 
Total votes: 10

REDDemon
Developer
Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

3 Polls at once.

Post by REDDemon »

I have few questions for my world editor, instead of polluting the forum with 3 Polls (lol) I will ask all the 3 questions in this topic:

1)Wich is a reasonable world limit for a "unlimited world"? Select a number from the list.

2) Z up or Y up? What axis do you think will be the best for looking up or down?

3) every tile will be long ? (1 meter , 0.5 meters, 0.25 meters, 2 meters, more than 2, less than 0.25?).

Any thinking or suggestion is wellcome :)
Junior Irrlicht Developer.
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Luben
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Post by Luben »

4294967296
whichever axis _you_ are more comfortable with. It'll be transparent to the player, right?
1 meter should be fine?
Also, what kind of game/system/thing are you going to make? :P
If you don't have anything nice to say, don't say anything at all.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Post by hendu »

limit clashes with "unlimited" :D

Thus use whatever is the largest int size available easily, ie 2^64 - 1.
Radikalizm
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Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

1. Doesn't really matter I think, also depends on what kind of unlimited world you want to make (a repeating world or just a very huge world?)

2. I've always preferred Y as the vertical axis, they taught it to me like that way back in highschool and I've stuck with it (but just do whatever you feel comfortable with, a lot of editors support both)

3. 1 meter is one of the best options to prevent floating point errors for as long as possible in position calculation
aanderse
Posts: 155
Joined: Sun Aug 10, 2008 2:02 pm
Location: Canada

Post by aanderse »

Why make every tile the same size?
In my editor the tiles can be different sizes and I find that makes for much more interesting worlds.

Here is a quick screenshot of a development build for my editor.

http://simplest-image-hosting.net/jpg-0 ... ktopd12009

I've highlighted all the tiles to show different sizes.
REDDemon
Developer
Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Post by REDDemon »

Why make every tile the same size?
Because i want to give the chance to make terrain zones as much detailed as possible. The tile size depends only on the LOD . so nearby terrain zones will be always at the maximum LOD available.

I prefer Y too as vertical axis. But maybe other people has preferences
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Mel
Competition winner
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Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

1.- Drive your world from a database. The only limit would be the amount of hard drives you wanted to dedicate to it, and your working limit would be that of the far plane of the camera.

2.- Use Y as the up vector. The only software that uses Z as the up vector is 3DSMAX, the rest use Y.

3.- As close to 1 as posible, being 1 the perfect choice to avoid rounding errors, as people here is suggesting.
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ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

Mel wrote:1.- Drive your world from a database. The only limit would be the amount of hard drives you wanted to dedicate to it, and your working limit would be that of the far plane of the camera.
even that could have a work around, you can just write a custom, highly optimized skybox that puts up planes or whatever of low-detailed silhouettes of whatever is farther than the cameras far point. that wonderful thing about computers is that since they are virtual data interpretations there really is no limit... well.. I won't bother to explain, just read my signature.
SuperMel wrote: 2.- Use Y as the up vector. The only software that uses Z as the up vector is 3DSMAX, the rest use Y.
*coughCough*

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at a cost measure in computer resources ;)
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