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IrrBigMap
Posted: Fri Jan 25, 2013 2:08 pm
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):
More images:
Code:
http://sourceforge.net/projects/irrbigmap
(I'll release compiled versions for linux and windows ASAP)
License: MIT
Re: IrrBigMap
Posted: Fri Jan 25, 2013 3:29 pm
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 ^^
Re: IrrBigMap
Posted: Fri Jan 25, 2013 5:12 pm
by rubenwardy
Cool!
Re: IrrBigMap
Posted: Fri Jan 25, 2013 7:50 pm
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
Re: IrrBigMap
Posted: Fri Jan 25, 2013 8:04 pm
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
.
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, ...).
Re: IrrBigMap
Posted: Sat Jan 26, 2013 4:45 pm
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.
Re: IrrBigMap
Posted: Sat Jan 26, 2013 6:07 pm
by josemrsantos
c++ . Sorry about that - too many years on python. But c++ seems ok with it.
Re: IrrBigMap
Posted: Mon Jan 28, 2013 9:15 am
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.
Re: IrrBigMap
Posted: Mon Jan 28, 2013 10:58 am
by zerochen
yes i just wonder why my ide dont understand them (visual studio 2012) and what ide he uses. so therefore i ask.
Re: IrrBigMap
Posted: Tue Jan 29, 2013 3:54 am
by netpipe
strange, on linux in opengl its rather ugly terrain.... but if you use burningsrender it look fine.
Re: IrrBigMap
Posted: Tue Jan 29, 2013 6:22 am
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
Re: IrrBigMap
Posted: Tue Jan 29, 2013 11:12 pm
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
).
Re: IrrBigMap
Posted: Thu Feb 07, 2013 11:07 am
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).
Re: IrrBigMap
Posted: Sat Apr 06, 2013 4:37 pm
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...
Re: IrrBigMap
Posted: Sun Apr 07, 2013 4:04 pm
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)