That 'big outdoor map' question again...
Posted: Thu Apr 20, 2006 8:18 pm
Well, I've searched the net and these forum a bit, but I still don't manage to get the idea working... I know it has been asked quite a few time ago, but please forgive me.
Anyway, how to manage a potentially infinite seamless outdoor map? I know about the theory: just hold a small amount of the data in memory, and fetch everything when it's needed.
I don't really see on how to do this, though. I've tried, for example, to render a couple of TerrainSceneNodes around the camera, about the way the seamless tutorial works. The problems, though, should be clear: at the edges between two nodes, the meshes aren't connected.
So, I was thinking, you probably need to have just one scenenode, and then you simply extend the meshes around you when needed. Only, I have no idea on how to, for example, merge or extend meshes. So, in short, I have this mesh I'm walking on. I approach the edge. I load in the next part, and then I need to somehow connect this new thing in a seamless way (without texturing problems, without collision detection failing, ...) to the mesh I'm currently on.
Also, does this work with TerrainSceneNodes, too? I've picked up a couple of posts around here that tell people not to use them... So, what's the truth?
Thanks a lot!
Anyway, how to manage a potentially infinite seamless outdoor map? I know about the theory: just hold a small amount of the data in memory, and fetch everything when it's needed.
I don't really see on how to do this, though. I've tried, for example, to render a couple of TerrainSceneNodes around the camera, about the way the seamless tutorial works. The problems, though, should be clear: at the edges between two nodes, the meshes aren't connected.
So, I was thinking, you probably need to have just one scenenode, and then you simply extend the meshes around you when needed. Only, I have no idea on how to, for example, merge or extend meshes. So, in short, I have this mesh I'm walking on. I approach the edge. I load in the next part, and then I need to somehow connect this new thing in a seamless way (without texturing problems, without collision detection failing, ...) to the mesh I'm currently on.
Also, does this work with TerrainSceneNodes, too? I've picked up a couple of posts around here that tell people not to use them... So, what's the truth?
Thanks a lot!