Not sure as to whether ultramedia is still pursuing this or not, but I am attempting something similar. Im up to the stage of trying to deal with the scale issues. Having trawled through the infinity game forums, I found how it has been solved in infinity. He handles all mesh and vertices in doubles and then when it comes to rendering, translates the whole coordinate system down to normal 32 bit floats.
In which case I am after seeing how anyone suggests I handle the vertices in double or whether it will take modifying the game engine and if that is the case, any help in what would be required in terms of suggestions or relevant sections of the engine that would need modification.
I am experienced in C and am picking up C++ very quickly but im not completely proficient yet.
If this is done, the engine should be able to handle significantly larger game worlds on a solar system scale which is generally all that is really needed.
Project information:
Funnily enough, about 7 or 8 years ago I came up with a game concept whereby you would have a procedurally generated universe based on a set of terrain tiles etc. I had named it then Eternity luckily or i would be needing to change it now, given the other option was infinity!
The game would feature both ground and space play and incorporate as much as possible as many game genres as would be feasible.
The game would be a cloud computed MMO with a central universe backup server of the generated universe data. It would also feature a single player offline mode and be free. Its also designed to be highly customisable and in-depth.
So the last technical problem I have in designing the game engine is the scale one, I have not taken the time as of yet to see what I can manage in that respect but any help or suggestions to assist me in working out 64 bit coordinates and their support in irrlicht would be very helpful.
To see the scale that results from being able to utilise a 64 bit coordinate system, there is a nice tech demo at:
http://www.infinity-universe.com/Infini ... &Itemid=93
Depending on responses/progress, I will post a proper project announcement and will try to keep it updated with my coding progress in terms of the gfx side of things at least.
Edit:
I have added new core functions to deal with doubles and am in progress of modifying the attributes and mesh handling. My plan is to keep the 32 bit and 64bit stuff separate and in the drivers add in the conversion to 32 and load the data to the GPU alongside the 32 bit float stuff. Again, any advice as to the best way to be doing this, I would be very grateful for. I'll upload the revised engine when the modifications are complete and its tested.