Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers DBPro Corner / Creating a large world

Author
Message
Gjl
20
Years of Service
User Offline
Joined: 28th Dec 2003
Location:
Posted: 1st Feb 2004 01:34
How can I create a world that constantly loads such as in The Legend of Zelda: The Wind Waker? I'm guessing this can be acchieved with multiple terrains joined together and loaded when the player nears each one.
indi
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 1st Feb 2004 14:42
look at the tank demo for an example of a shifting matrix.
if you dont have access to it then look at the commands that shift matrix data left right up and down


Gjl
20
Years of Service
User Offline
Joined: 28th Dec 2003
Location:
Posted: 1st Feb 2004 15:55
I don't want the world to be just the same level shifted to create the effect of an infinite world. What I want is a world made up of terrain that I've designed and loaded dynamicaly to remove the need for a loading screen which I feel would interrupt the flow of the game.
Gjl
20
Years of Service
User Offline
Joined: 28th Dec 2003
Location:
Posted: 2nd Feb 2004 23:50
Anyone?
the desktops
20
Years of Service
User Offline
Joined: 9th Oct 2003
Location:
Posted: 2nd Feb 2004 23:54
Magic World is a good tool, download it from the Darkbasic Application User Showcase!

TheDesktops Software
Current Project: Soul Shooter Lan, Soul Shooter Online, DarkGamePlayer 1.03
So busy!!
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 3rd Feb 2004 01:41
I don't think Magic World is the one with "Zones", that's Freddix' tool I believe.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
kidsa
20
Years of Service
User Offline
Joined: 8th Dec 2003
Location: MA,usa
Posted: 3rd Feb 2004 22:18
what about ppl with the free trial?
Gjl
20
Years of Service
User Offline
Joined: 28th Dec 2003
Location:
Posted: 3rd Feb 2004 22:42
I just want to know how one would approach this task. The idea of action zones sounds good although I'm not sure how to actually program this and I don't want to learn and use the 3D Map Editor although it does look to be a very nice tool.
Shadow
21
Years of Service
User Offline
Joined: 17th Oct 2002
Location: In the shadows
Posted: 4th Feb 2004 02:37
Perhaps you could store your world data in an array and then set the matrix heights/tiles to values from the array (sorry if that's not very clear)

spooky
22
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 4th Feb 2004 13:39
shadow has the best idea. My alienware compo game does exactly that. As you cross matrix tiles, you shift the matrix and update the tiles, heights and normals of the edge from a huge array.

If you look on my website, you can download the game and the source code to see how it all works. Matrix is 79*79 tiles but the landscape is 300*300 tiles but could easily be 10000*10000 if you wanted, with no slowdown. Would take you a long time to walk from one side to the other but at least it is possible. The hardest thing is actually filling and texturing such a huge landscape. My game has a built in matrix editor.

Boo!
wh1sp3r
20
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Czech republic
Posted: 5th Feb 2004 21:49
If you want a VERY large terrain .. and use dynamic loading terrain, you must use shifting matrix ...
My example: http://darkbasicpro.thegamecreators.com/?m=forum_view&t=24749&b=1

Try it. If you want consult, write me on mail.

☺☺ PIII 950 Mhz, 320 MB RAM, GeForce4MX440 64MB, SB LIVE!, monitor 19" ☺☺

Login to post a reply

Server time is: 2024-09-21 20:55:40
Your offset time is: 2024-09-21 20:55:40