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DarkBASIC Discussion / proportions from real world to game

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frugi
16
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Joined: 6th Jul 2008
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Posted: 9th Jul 2008 07:07
hello,
i dont know how big to make my matrix and my objekts.
i know that i am 180cm but if i want me or in general persons in the game what size shell i choose? 1 cm = 1 pixel? i dont know.
thank you for help

frugi
master programmer
20
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Joined: 30th May 2005
Location: 3D Space
Posted: 9th Jul 2008 09:04
I usually try to use numbers that are relatively small but not to where you get decimals all the time. It really doesn't matter exactly what size you make it, just that everything is relative to each other. You could make a huge landscape be something like 60,000 on the matrix and scale your objects to 100 or 1000. It depends on the size of the objects too.

Latch
18
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Joined: 23rd Jul 2006
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Posted: 9th Jul 2008 10:40
Like master prgrammer said, size is relative to your game world.

You decide what 1 unit of world measurement is. For example, let's use movement. If I want to move something a certain distance, I'll move it say 100 units. If it's a model of a person and there is a building next to it and in 100 units it passes by the building with one step, then my movement units are too big or my building is too small. So I either reduce my movement speed down to maybe 1 or 2 or I increase the size of my building.

The other thing to consider is camera distance. By default I think the camera is set to 5000 units (we're talking 3d). Anything beyond that is clipped (not drawn). That gives you an idea of scale. If you wanted to keep everything within 5000 units, then you have to size everything accordingly. You can of course change the camera distance and you don't have to keep everything in view, but it gives you an idea of what you are working with.

So to test things out. Make a matrix that is 1000x1000 units and 10x10 squares. Make a cube that's 25 units and see how looks with that size matrix. That'll give you an idea of how you might want to size objects versus a land scape. Change the matrix and the cube size and see what works best for your idea.

Enjoy your day.
frugi
16
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Joined: 6th Jul 2008
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Posted: 9th Jul 2008 17:07
ok thank you masterprogrammer and latch
im going to test some sizes now

frugi
TDK
Retired Moderator
22
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Joined: 19th Nov 2002
Location: UK
Posted: 10th Jul 2008 01:04
Another thing to consider is something called Z-Clipping.

When objects in the distance are close to the camera distance limit, objects close together can appear to switch between being in front of each other - ie they appear to flash.

If you keep your 'worlds' on the small size (where the character is moved less than one 3D unit at a time), you can use Fog to mask object drawing far away. As the edges of the world are well inside the camera limit, you don't get clipping.

So, you can have a matrix 500,000 x 500,000 units in size which looks huge but suffers from Z-Clipping... or you can have one 500 x 500 units in size which looks exactly the same, but without the clipping.

TDK_Man

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