Help with coding a new max world size.
by Jimmy R Armes · in Torque 3D Professional · 10/24/2012 (12:49 pm) · 22 replies
Hi, I was hoping someone can point me to the right files that would be needing to be edited in the engine and world editor to set a new max world size.
Also when will the engine solution file be released for the MIT version so I can compile the engine.
Also when will the engine solution file be released for the MIT version so I can compile the engine.
About the author
Just some smuck
#22
Well, some commercial engines do but not many. :) Flight Simulators might need the fidelity.
I guess you could test it by moving the camera very far out and trying to place an object there with the editor. Try to move it and you'll see how it will jitter some. Even better would be if you could host a server and let another player connect, then move to that same position. The two players will see eachother jitter when they move - but it depends on how fast they are. The faster the more jittery.
10/26/2012 (12:38 am)
Hi again Jimmy,Quote:
That's insane I would like a big world but not even the commerical engines go that far out form (0,0,0). Do you have a link to a tutorial or something so that I can test this ?
Well, some commercial engines do but not many. :) Flight Simulators might need the fidelity.
I guess you could test it by moving the camera very far out and trying to place an object there with the editor. Try to move it and you'll see how it will jitter some. Even better would be if you could host a server and let another player connect, then move to that same position. The two players will see eachother jitter when they move - but it depends on how fast they are. The faster the more jittery.
Quote:This is supported. The Player class uses blending to support its look animation while running, for instance. You can have onhit-animations that will blend into the running animation, etc.
* animation blending(didn't see that in my limited perusal of the code.)
Quote:Sound streaming is multi-threaded, for instance. You got a job queue in there too. I have no idea if they're using it, I haven't checked that out yet. But job queues are pretty slick.
* multi core support/mutli threading support (they are the same thing)
Quote:Well. I would love to have Mono support in there, but I can't afford their commercial license and I don't want to abide to the LGPL license which their Runtime is licensed under. You have to embed the Runtime to be able to use Mono as a scripting language.
Mono
Torque Owner Dimitris Matsouliadis
Dimitris Matsouliadis
2048^2 is the DX limit for pc
2048 in 2x square size is a big word, you need 15 mins, from corner to corner with normal running.
Even in 2048 consists of smaller pieces joined.
Word with 4x 2048^2 is 4096x4096 world hi definision (you need 1G ram using like most big mmo games).
mmo use x4 or x8 square size -> 4096 x 4 = 16384 meters or 16.3Km -> 265,69Km^ (this is the outland of wow... or Skyrim ~2.5 hours running corner to corner)
In 4096 has no problem with the position players because analyzed with three decimal, move 1st terrain possition to 0,0 cords (is 1 map -2048 to 2048). After teleport to another level for new 265Km^.
The real problem will' when the position of the player exceeds the 9999, you lose a decimal point.
a trick for load terrain after terrain
As you walk in the first terrain see the second, passing the center of the second terrain you can upload another 3rd terrain.
Once it passes the second terrain and go to third loading may difine the cords to recount from start and you have the ability to load other +1 terrain without problem (like LII but needed more PC power).
4x or 6x 2048 terrains is the better way without any change in engine.
The T3d dont have any problem because the lighting update in real time.
You can use trigers, zones or anything else in suits.
1T = 1 terrain -> 2048, eg player new position = 2T & playerPosition.