loading very large maps
loading very large maps
Hello
I am really confused about the terrain issue, i see all these games where the map is huge and I see irrlicht terrain tutorial. Just that small piece of terrain takes up a lot of processing power,
i just don't see how I can have a large outdoor world using irrlicht , can somebody please explain the technique to generate large worlds in the game .
I am really confused about the terrain issue, i see all these games where the map is huge and I see irrlicht terrain tutorial. Just that small piece of terrain takes up a lot of processing power,
i just don't see how I can have a large outdoor world using irrlicht , can somebody please explain the technique to generate large worlds in the game .
irrlicht game character project
http://picasaweb.google.com/juliusctw/FinishedArt
http://picasaweb.google.com/juliusctw/FinishedArt
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=15207
Here are some answers, but not for everything you want to know
I didn't notice that terrain tut takes a lot of power... I have like 200 fps on dx9
Here are some answers, but not for everything you want to know
I didn't notice that terrain tut takes a lot of power... I have like 200 fps on dx9
Teh Uber-Pwner xD
RhavoX wrote:http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=15207
Here are some answers, but not for everything you want to know
I didn't notice that terrain tut takes a lot of power... I have like 200 fps on dx9
Hello , So what I got out of that conversation is that I have 3 choices
1 . dynamically load and unload the map as the player walk around. I think each time i load, this would cause the game to halt for a split second
2. load all maps at once and dynamically setVisible, which would use more ram but much faster,
I did a little research and i found 2 ways for this:
a. 9 block grid , basically you just keep loading the 9 grid around
the player
b. Kalman Filter , guess where the player will be and display
those grid ahead of time.
which management scheme did you use Spintz????
3. IrrSpintz have a manager which i could read the source code and manipulate,
Am i getting the point? ???
@spintz,
yeah, what you said was what meant, so in IrrSpintz you solved those inefficiencies???? i guess there's still a lot of improvement required in irrlicht. i hope hybrid will consider making those changes in the next version.
irrlicht game character project
http://picasaweb.google.com/juliusctw/FinishedArt
http://picasaweb.google.com/juliusctw/FinishedArt
i was wipped
i was whipped 
irrlicht game character project
http://picasaweb.google.com/juliusctw/FinishedArt
http://picasaweb.google.com/juliusctw/FinishedArt
OMG I would like to see Irrlicht patched with thisSpintz wrote:It doesn't take up a lot of processing power, well, it kinda does in that there are no vertex buffers, so every frame, it has to send the vertex and index data to the video card. With IrrSpintz, I can >1200FPS on a 257x257 terrain.
Teh Uber-Pwner xD
I agree! What about vertex buffers for terrain rendering? *looksathybrid*RhavoX wrote:OMG I would like to see Irrlicht patched with this
I would like to see 32 bit indices as default in irrlicht, too. Come on, almost every graphics card can handle this.
@Spintz: What about IrrSpintz 1.1?
Regards - Xaron
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Spintz is working on an update for the terrain node to handle larger maps. I don't wnat to change to 32bits without having the IIndexBuffer interface, and that one needs some cleaning before I can integrate it. I had planned 32bit support for Irrlicht 1.2, but bug fixing is also quite time consuming. If someone has a patch for terrains to enable VBOs there we could also use that as a temporary hack.
