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Newcomers DBPro Corner / how is such a large world achieved?

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David iz cool
19
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 20th Jul 2007 18:16 Edited at: 20th Jul 2007 22:45
look at this movie for the snow boarding>

http://www.ageia.com/physx/videos.html


now please tell me how they made there game seem like its soooo huge???? do they reuse there meshes for hills? is it because there 3d engine is better than dbp?
hows this done to look like a real endless mountain??

edit: linkified by mod. please linkify links in your posts, thanks
Commander in Chief
18
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Joined: 15th Apr 2006
Location: Carbondale, PA, USA
Posted: 20th Jul 2007 21:39
Skyboxes, probably. I dont have time to review the video. Probably either Skyboxes, Skyspheres, or a textured plane.

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
Sixty Squares
18
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 21st Jul 2007 00:42
I think that the mountain does end at some point, only it's very big. To keep FPS up, they probably used culling.

Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 21st Jul 2007 02:07
Prolly had a LOD thing going heh.

"It's like floating a boat on a liquid that I don't know, but I'm quite happy to drink it if I'm thirsty enough" - Me being a good programmer but sucking at computers
Snowwolf
17
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Joined: 13th Feb 2007
Location: Las Pampas
Posted: 23rd Jul 2007 20:07
Try creating a Mountain hows continuing in the Skybox. That should work!



andrey d
17
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Joined: 30th Jun 2007
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Posted: 28th Jul 2007 09:39
Heh...you can start by scaling things really small so you can see more of your world.
qwe
21
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Joined: 3rd Sep 2003
Location: place
Posted: 29th Jul 2007 11:06
for essentially infinite terrain, use a matrix that moves along with you, or have the player stay at the origin and the matrix moves based on your position--and when you move over to the next tile, update matrix by shifting it in the appropriate direction
Nuklear Onslaught
17
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Joined: 27th Jun 2007
Location: England
Posted: 29th Jul 2007 13:47
Never use a matrix if you want a terrain that is that size. It would slow the game down so it's running at about 2FPS.

Scraggle
Moderator
21
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 29th Jul 2007 15:13
There are many ways to create the illusion of large worlds but the one that you have posted a link to is actually quite small and can be achieved with nothing more than Advanced Terrain and a skybox.

It is just a snow covered hill. There are no trees, characters or anything else that may bump up the poly count. So, you could make a very larger terrain without any concern. Advanced Terrain will automatically cull hidden poly's, so, if you create a twisty turny route down the mountain you will get even better results.



vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 30th Jul 2007 12:44
I suppose you can either use:
1. skyboxes
2. multiple sections of the mountain and cull them or...
3. scale everything else down


Sasuke
18
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 30th Jul 2007 15:00
I've seen this effect in newer games lately, where they make an advance LOD terrain system(which seems to be in all game nowdays) and apply a shader to the scene thats a bit like a depth of field effect but blurs it to look like it's part of the skybox(sphere/dome etc...) by giving it a soft edge and maybe changing the color tone to suit the skybox.

Take a look at this picture, if you look to the bottom left in the background it looks like the mountains are part of the skybox, I've seen actual gameplay and I can tell you there not. Not to sure how to do this in DBP, but it's not impossible.

http://uk.media.pc.gamespy.com/media/822/822535/img_4041147.html
Snowwolf
17
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Joined: 13th Feb 2007
Location: Las Pampas
Posted: 1st Aug 2007 17:00
Iiii think, my Idea is the best one... but its hard to realize...



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