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Infinite Terrain #149617
08/22/07 03:16
08/22/07 03:16
Joined: Aug 2007
Posts: 17
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jedilq Offline OP
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jedilq  Offline OP
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Posts: 17
I've been getting down to doing a project that requires the user to be able to explore the game world forever. That means that he never reaches the end of the map, the map just generates new terrain for the user in real time.

I know that there is a 100,000 quant limit on map size, and I've played around with doing level loads each time a user crosses a waypoint to make it seem like there is infinite terrain, but somehow the level transition is not seemless enough to make the terrain look infinite.

Might anyone know how to make the level loading instantaneous so that it is seamless? Or maybe someone has an idea on how I can achieve the infinite terrain effect with 3DGS? I know infinite terrain is possible with other engines such as Visual3D.net.

Thanks!

Re: Infinite Terrain [Re: jedilq] #149618
08/22/07 03:33
08/22/07 03:33
Joined: Feb 2006
Posts: 32
Philippines
Rush Offline
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Rush  Offline
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Posts: 32
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Yeah! I am also having same problems before. I was trying to design a game simmilar to Tekken 3 where in the fighters fall and stumble in a seemingly boundless arena. They never meet any walls. I couldn't figure it out that's why I resorted to using walled stages instead

Is there anyone who can help us out? Thanks


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Re: Infinite Terrain [Re: Rush] #149619
08/22/07 04:07
08/22/07 04:07
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
For a realistic effect, mesh deformation at runtime could be an avenue to look at,

else

there's an article in one of the AUM series (midrange I think)that could work for you or carefull use of skybox/background textures with 'tiny' levels to promote the seamless transition period.

Also, managing sub-levels from the Axknex site could add to the current knowledge base.

Re: Infinite Terrain [Re: Nems] #149620
08/23/07 03:17
08/23/07 03:17
Joined: Aug 2007
Posts: 17
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jedilq Offline OP
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jedilq  Offline OP
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Wow thats nice!

I was trying to search through the AUM but I couldn't find that article you mentioned. I'm looking at the sub-levels technique now. Although it still doesn't solve the problem of infinite terrain and getting past the 100,000 quant limit...

Oh well, no one said that I was going to be easy...

Really appreciate all the help Nemisis!

Re: Infinite Terrain [Re: jedilq] #149621
08/24/07 09:17
08/24/07 09:17
Joined: Jan 2007
Posts: 651
Germany
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RedPhoenix Offline
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Well just an idea, don't know how difficult it would be to make it...
If I got you right, your problem is not the infinte terrain generation, but the level_limit at 100000. I don't know what happens when a object reaches that limit (never got so far), but if it's a problem, why don't you move the level, instead of the player?
That means your player is fixed at the centre of the level and the landscape is moving undere his feet when he's moving. Then you could generate endless chains of terrain, and you'd never reach any limit. The difficulty is, that you need a completly different movement code, and everything else in the level than the player has to move.
Don't know whether this was useful for your project, I think this concept has already been used in some game like older flightsimulations.

Re: Infinite Terrain [Re: jedilq] #149622
08/24/07 09:45
08/24/07 09:45
Joined: Aug 2005
Posts: 1,558
HK
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vlau Offline
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vlau  Offline
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Posts: 1,558
HK
Some info for you :

- In AUM 44, there is a tutorial about infinite terrain.

- The maximum level size is increased to 250,000 quants in A7

- I've tried to place 2 models from +/-600,000 to +/-800,000
quants, the c_move function is still work perfectly, but I'm
not sure is there any side effect when you place more entities
and blocks in the level as I stated above I'm just tested with
2 models only.


Good luck!

Last edited by vlau; 08/24/07 09:51.
Re: Infinite Terrain [Re: vlau] #149623
09/10/07 14:48
09/10/07 14:48
Joined: Aug 2007
Posts: 17
J
jedilq Offline OP
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jedilq  Offline OP
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Joined: Aug 2007
Posts: 17
Thanks RedPhoenix and vlau!

I'm reading into AUM 44 right now. Looks like the right stuff. Thank you so much everyone for pointing me in the right direction!

Re: Infinite Terrain [Re: jedilq] #149624
09/11/07 09:40
09/11/07 09:40
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
To add to the knowledge base on massive distance from the origin, I found that things like water planes dissapear from camera view near the 80 to 100K marks.
I also recall other issues happening but cant put my finger on them at the moment but to get the best results, go with RedPhoenix's suggestion as that is unbeatable to my mind.


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