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Alpha 19 Dev Diary


madmole

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Well if static map, present terrain config, and Microsplat are

to be the dominant guiding processes for the future. How about

a plain biome? Sort of like what MM stated above, with more

subtle lighting changes, and a softer blending of overlaying

terrain textures.

 

Example: Main terrain the desert mountainous

stone texture as the main, then using variable opacity, dependant

on altitude or theme locale to more smoothly go from one to the other.

 

The flora decor can coincide with altitude, and or biome mix as is now.

 

But will visually blend, various tree types, and flowers.

"subtly" instead of abruptly.

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Any chance of a one sentence explanation on how it's implemented? I'm genuinely curious.

 

Its not all that complicated. It moves a lot of GameObjects by x amount. Some rigidbodies also move. The worse part was all the code that has to convert between world (absolute/common/server) space and local (transform) space.

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Faatal

 

I have a layman's compound question. Re: Rendering

 

If you had Sectr Complete stream rendering set at 1024 for area of influence.

So rendering and physics is only 1024 meters within a 70' arc.

Added a culling camera 70' to to first person point of view.

Then set the origin shift point, on the first person camera position

to coincide with the terrain rendering shift. Would that always keep

the 0,0 position for rendering and physics focused on the player point

of view? Or is this too convoluted?

 

For the moving objects ie. animals, entities, other players. Using a

resource pool of objects set at 100 to allow full screen activity without

having to constantly calculate\render everything, only what is in first

person point of view. For moving objects out of point of influence ie.

greater than 1024 meters save x.y.z. position until they are within 90'

or fps focus plus 20.

 

The abstract thought is looking for a hybrid rendering procedure that

combines procedural rendering and culling applied to a pregenerated terrain.

So at any given point the game is only rendering 70' 1024 meters ahead, yet

is still a full 8192 by 8192 or greater sized terrain pregened.

 

Pools: decor,entities,pois increased to amount of pois in prefabs folder, etc.

 

Not sure what you are getting at. General 3d rendering already only draws what is in a cameras field of view by mesh culling and then screen clipping.

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Its ok Damocles and Dust explained it off screen. I had been looking at combination of taskmanager, and the regions folder,

region folder would update every region at same time stamp, while task manager continued to increase even if i stayed still

so I thought that meant that everything was being constantly monitored and updated. Thats why I said layman's question. I had

researched but had not found an answer.

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Hey Joel, is it too much to ask for you guys to add a sailor zombie and Native American zombie to the game to complete the Village People line up?

 

Maybe add a rare horde where a feral cop, biker, construction worker , Indian, cowboy and sailor (or soldier) appears and charges right at you?

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Hey Joel, is it too much to ask for you guys to add a sailor zombie and Native American zombie to the game to complete the Village People line up?

 

Maybe add a rare horde where a feral cop, biker, construction worker , Indian, cowboy and sailor (or soldier) appears and charges right at you.

 

Young Man!

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So it seems I was locked out of the site because it was too busy. Do you not know who I am? Do you not know how important I am?

 

(Jk. I meant this in a lighthearted, joking manner. :p But that was a first. Haha)

 

the disappointing part is... the code broke, you're here. <back to the drawing board> :)

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