Veteran
Posts: 109
Joined: Tue Aug 29, 2006 8:59 am
Location: WI, USA
Zoning/Paging Landscapes
What I am trying to do is:
Consider a planet.
I am trying to figure out how to have a completely explorable planet.
In space map all the height maps from the zone to a sphere. For orbital viewing.
Be able to target a specific location on the surface (an be able to pin-point the EXACT location in the first person map - either for landing or launching missiles)
I am kind of thinking that the planet side zones would be laid out like a soccer ball.
Can zoning/paging handle standing at a point where more than two zone meet?
Size/Content limitations as well with the current paging/zoning systems (either in Axiom3D or Ogre3D) Think if you defined Earth as a big soccer ball would those zones be too big?
Other zone shape ideas to break up a sphere besides soccer ball? I know that the end result isn't exactly a sphere but close enough to "flub" the visuals for a game.
The basic idea is to, with another program, define a section in space.
Then dynamically generate all the system(s), planet(s) moon(s) and other content etc.
Then have a set of pre-built tiling zones for the first person part of the play. The textured landscape and contents (plants, rocks etc) would be also generated randomly and statically stored.
The idea is to automatically generate the maps and to slim down the storage space as much as possible.
Thoughts, ideas, criticisms etc?
theMouse
"Behold the Power of Cheese!"
