Quants, what a wonderful scale. The limit now on my map for the 5-6 minutes is about 8x8 zones, each zone consists of 100x100 faces with 50x50 quants, so max is 39,600 quants by 39,600 quants. I am using somewhat of a cheat for terrain. I am using PNP Terrain Creator. I make a huge map, then take 1 zone in the corner and render the height map in 256x256 pieces, so I get 64 pieces of height map. I export each of them with a "+1" scale as .bmp height files. I then open it up in MED and create the actual .HMP file. I do this will the 64 sectors and save them in a folder. Since I know my terrain is made up of 100X100 faces, and each face is 50X50 quants in MED, I know each terrain zone is 4950 quants. I then import all 64 sections using coding, fixing their Z axis so they line up perfectly. I have a function I use the up and down keys to lift it up or push it down easily. Since I know the X and Y axis pretty good, I can hard code that in by saying ZONE1.X = 0; ZONE2.X = 4950, and so on.
ANet is AWESOME, I highly recommend it, not a problem yet and it works flawlessly for what I am doing. Even testing it sending an array for the foilage in my world, it didn't skip any line in the array, it easily sent an array with 30,000 sectors within 1-2 seconds. Each player uses 0KBPS transfer when idle, but when they move they use less than 2KBPS.
When the player reaches the limits of the program....I will be adding another server for them to be loaded into. Using this along with a MySQL database it should not be any issue.
Last edited by Garrettwademan; 08/01/09 18:14.