Making a "free range" engine in Irrlicht. Wasting
Posted: Mon Mar 22, 2004 12:48 am
Am I wasting my time? - Does Irrlicht already do something like this, or is there code for this freely available?
This is what I'm doing:
Hope you get what I mean. I think its commonly called "loading zones" or something. I'm pretty sure that's what Morrowind does in the outside places. I'm also sure the classic DOS 3D games, F-15 Strike Eagle, and Stunts, do this as well.
I'm making a 'free range' way of storing and moving through a world, by storing all the level data in a grid, and then loading the grid cells in a 'radius' (well a large square) around the player (how many cells is determined by a 'draw distance'), so that as the player moves forward, new cells are loaded ahead of the player, and the ones behind the player are deleted.
The reason being, I wouldn't want to make a huge landscape with a BSP editor (it wouldn't handle it, I beleive) , when I can just have huge open areas dotted with trees, buildings, etc that pop in as the player moves along, because they are all stored in cells.
This is what I'm doing:
Hope you get what I mean. I think its commonly called "loading zones" or something. I'm pretty sure that's what Morrowind does in the outside places. I'm also sure the classic DOS 3D games, F-15 Strike Eagle, and Stunts, do this as well.
I'm making a 'free range' way of storing and moving through a world, by storing all the level data in a grid, and then loading the grid cells in a 'radius' (well a large square) around the player (how many cells is determined by a 'draw distance'), so that as the player moves forward, new cells are loaded ahead of the player, and the ones behind the player are deleted.
The reason being, I wouldn't want to make a huge landscape with a BSP editor (it wouldn't handle it, I beleive) , when I can just have huge open areas dotted with trees, buildings, etc that pop in as the player moves along, because they are all stored in cells.