1000x1000 kilometer maps possible?
by ketchup · in Torque 3D Beginner · 12/14/2009 (11:36 am) · 4 replies
Just curious on the limitations of a multiplayer map. Let's say I have terrain data for 1000x1000kilometer map, would it be possible to run a multiplayer map of this size on a typical highend gaming system?
There would be at most 32 human players and approximately 10,000 ai.
Thanks,
ketchup
There would be at most 32 human players and approximately 10,000 ai.
Thanks,
ketchup
#2
You're giving 32 players the run of a 1 million square kilometer map? That's an average of 31,250km per player (with 312.5 AI in that space). To put that in perspective, the population density of the Sahara Desert is 1 person per square kilometer, or 100 times the AI population on your map.
Even if you overcame the technical hurdles of a 1000x1000km map and 10,000 AI, your players would probably never find them before they got frustrated and logged off, IMO.
12/14/2009 (1:26 pm)
Quote:There would be at most 32 human players
You're giving 32 players the run of a 1 million square kilometer map? That's an average of 31,250km per player (with 312.5 AI in that space). To put that in perspective, the population density of the Sahara Desert is 1 person per square kilometer, or 100 times the AI population on your map.
Even if you overcame the technical hurdles of a 1000x1000km map and 10,000 AI, your players would probably never find them before they got frustrated and logged off, IMO.
#3
Consider that the biggest GTA game... GTA: San Andreas... was less than 5 km across. In most cases once you add "stuff" into your game you really don't need that much space.
12/18/2009 (5:39 am)
Assuming you really need that large a world... without some sort of recentering or scaling down of your world you'll start getting precision problems in rendering and the simulation as you get more than about 10,000 meters from the origin of the world.Consider that the biggest GTA game... GTA: San Andreas... was less than 5 km across. In most cases once you add "stuff" into your game you really don't need that much space.
#4
Imagine the load time on all the objects inside a 1K square km map.
Just as an "exercise in thinking", I'd been wondering how to make a large island or small country, splitting areas into individual missions/levels, kind of like action/adventure games in the '80s (GREATEST DECADE IN HISTORY!!!!1!) when a single screen was a room and the player moved between screens with a database keeping track of what items had been left in which screen. Sort of like Valhalla (1983) Good I loved that game and never did finish it
12/18/2009 (2:03 pm)
You could zone the whole thing into seperate levels/missions, have single gameworld areas of one or two klicks with paths/exits/triggers leading to other levels, a database keeping track of changes in all of the seperate zoned areas.Imagine the load time on all the objects inside a 1K square km map.
Just as an "exercise in thinking", I'd been wondering how to make a large island or small country, splitting areas into individual missions/levels, kind of like action/adventure games in the '80s (GREATEST DECADE IN HISTORY!!!!1!) when a single screen was a room and the player moved between screens with a database keeping track of what items had been left in which screen. Sort of like Valhalla (1983) Good I loved that game and never did finish it
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