IrrBigMap

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josemrsantos
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Joined: Wed Dec 19, 2012 3:06 pm

IrrBigMap

Post by josemrsantos »

This is a project to make a framework/proof_of_concept of a really big map (as you might have guessed by the title).

Done so far:
  • - Real heighmap data (90m resolution) from NASA.
    - Howto to make new maps from that source.
    - Tiled terrain
    • - Option to choose number of layers
      - Threaded fetch of tile files
      - Phased load of terrain tiles, to prevent movement freeze.
      - Some trees and houses added just to get the feeling of size.
Terrain being loaded now (to load a different terrain all you have to do is supply a different heightmap/colormap):
Image

More images:
Image
Image
Image
Image

Code: http://sourceforge.net/projects/irrbigmap
(I'll release compiled versions for linux and windows ASAP)

License: MIT
hybrid
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Re: IrrBigMap

Post by hybrid »

Oh wow, cool. So I can fly across Europw now in my little flight demo. That would be neat. Though, I fly a bird, guess it would take days of flying then ^^
rubenwardy
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Re: IrrBigMap

Post by rubenwardy »

Cool!
chronologicaldot
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Re: IrrBigMap

Post by chronologicaldot »

Awesome!
hybrid wrote:Oh wow, cool. So I can fly across Europw now in my little flight demo. That would be neat. Though, I fly a bird, guess it would take days of flying then ^^
For comparison, it might be like MS Flight Sim where you fly from San Diego to new York. :0
josemrsantos
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Joined: Wed Dec 19, 2012 3:06 pm

Re: IrrBigMap

Post by josemrsantos »

hybrid wrote:Oh wow, cool. So I can fly across Europw now in my little flight demo. That would be neat. Though, I fly a bird, guess it would take days of flying then ^^
It's not the reason why I started this, but I imagine that one could do a GTA where you could drive all over Europe. 12hours driving could be fun ... for some :D .

Anyway, right now all I have really is terrain (that still have problems like building placement on non-flat terrain, more stuff should be put on threads, distant fog, general optimizations, ... ). After this I'll try to work a bit on physics (to make sure tiled terrain is not an issue). And after that my plan is to work on map-making (rivers, roads, towns, fields, ...).
zerochen
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Location: Germany

Re: IrrBigMap

Post by zerochen »

what language is it? first i thought it is c++ but you use key words like not, and or or.
or is it a specific ide thing? never saw it before.
josemrsantos
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Joined: Wed Dec 19, 2012 3:06 pm

Re: IrrBigMap

Post by josemrsantos »

:D c++ . Sorry about that - too many years on python. But c++ seems ok with it.
Cube_
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Re: IrrBigMap

Post by Cube_ »

C++ *is* ok with it.

Not usually used though
Not is equivalent to !
And then we have or which is equivalent to || and and which is equivalent to &&

The symbols are just for convenience
One could use this
x = !y && f||q
Which is x = not y and f or q
Pretty much the same, but I think the first one is easier to read.
"this is not the bottleneck you are looking for"
zerochen
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Re: IrrBigMap

Post by zerochen »

yes i just wonder why my ide dont understand them (visual studio 2012) and what ide he uses. so therefore i ask.
netpipe
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Re: IrrBigMap

Post by netpipe »

strange, on linux in opengl its rather ugly terrain.... but if you use burningsrender it look fine.
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smso
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Re: IrrBigMap

Post by smso »

tecan wrote:strange, on linux in opengl its rather ugly terrain.... but if you use burningsrender it look fine.
Try adding this to TiledTerrain::placeTerrain():

Code: Select all

  //////////////////////////////////////////////////////////////////////////////
  //terrain->getMaterial(0).BlendOperation = video::EBO_ADD;
  terrain->getMaterial(0).MaterialTypeParam = video::pack_textureBlendFunc
  (
    video::EBF_SRC_ALPHA,
    video::EBF_ONE_MINUS_SRC_ALPHA,
    video::EMFN_MODULATE_1X,
    video::EAS_TEXTURE | video::EAS_VERTEX_COLOR
  );
  
  // you need one of the following:
  terrain->getMaterial(0).MaterialType = video::EMT_ONETEXTURE_BLEND;
  //terrain->getMaterial(0).MaterialType = video::EMT_SOLID;
  //////////////////////////////////////////////////////////////////////////////
 
Regards,
smso
josemrsantos
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Re: IrrBigMap

Post by josemrsantos »

Thank you for the code smso. I tried it and it did seemed a bit better, but I also had a small fps drop and right now I need to improve fps (I left your code with comments for future reference).

I'm not really worried about the terrain being pretty, since I believe that if I can add details (roads, rivers, grass, "crop fields", bushes, rocks, ... ) it will improve. Right now I'm trying to do some physics tests (to make sure tiling is not a problem), but if anyone wants to point good directions on this kind of details, I appreciate (and will release the final code, of course ;) ).
josemrsantos
Posts: 8
Joined: Wed Dec 19, 2012 3:06 pm

Re: IrrBigMap

Post by josemrsantos »

Linux and Win execs released: https://sourceforge.net/projects/irrbigmap
(compiling for windows was not as easy as I was expecting)

I also stopped using 2 textures for the terrain, which is making it a bit "darker". New code uploaded with a few bug fixes (mainly to be able to compile for windows).
robmar
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Re: IrrBigMap

Post by robmar »

Downloaded from the first link, but not sure what to do with the "bigmap" file in the zip?! 7MB not no file type... doesn´t seem to be a zip...

Anyone know what file tupe? Thought it included the src files...
RdR
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Re: IrrBigMap

Post by RdR »

robmar wrote:Downloaded from the first link, but not sure what to do with the "bigmap" file in the zip?! 7MB not no file type... doesn´t seem to be a zip...

Anyone know what file tupe? Thought it included the src files...
That file is probably the Linux binary (executable)
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