Stuff about terrain/world
hello again,
since this post has a variety of stuff (about terrain) I didn't know what sub-forum to put it in.
I just tried the new heightmap importer and I must say it's awesome, certainly more than I expected (the add and remove are a nice addition). Getting just the desired scale is a bit tricky but it can be made to work.
anyway I imported my heightmap, but I must say my game world is huge (then again this engine is meant for unlimited sized worlds). Importing the whole thing and then building it took some long minutes but I can deal with that. Now here come my comments about it.
First topic: Disk space size
my .world/Game/Area folder has almost 40,000 files, spanning 2.05 GB in space. I don't even want to think how big it will be once I've placed grass, trees, plants, items, etc; but for an indy game 2 GB in terrain is way too much.
In our old engine our terrain was made up of static meshes with 1 LOD level (and as Esenthel, we also had LOD terrain chunks have the same polygons on the edges as normal ones, so that they were seamless), and while it didn't look as good or have all that much features, my terrain for the same world size was only 67 MB (LOD meshes included).
Now there's 2 things I can easily point out that are different from both terrains:
1. My terrain had less polygons per the same square area. Yes Esenthel's look better but mine looked fine. I'd like to be able to adjust the terrain polygon density to my game's needs.
2. My terrain's chunks were bigger. This makes it so overall there's less terrain chunks, meaning there's less seams between terrains, meaning there's less of those LOD-adjusting polygons (those that make the terrain seamless between normal and LOD terrains).
now if we had some more freedom in these 2 aspects I'm sure we could work the terrain into our needs.
Second topic: Performance and view distance
This is more of a result from the first one. In our old engine the view distance was huge, and we certainly would like to have it that way.
In the Esenthel engine if I widen the view distance (pressing [ and ] in-game), the game starts to be choppy at even less than half of what I had in the old engine. Of course this is because I had less polygons on my terrain, but it was also because I could manually adjust the distance at which the low-res (LOD) terrain would become visible instead of the normal one.
If I could make more of my already visible terrain use less polygons I'd get better performance, and so I'd be able to adjust for more viewing distance.
Third topic: Interiors
I say a post where someone asked a bunch of stuff, including if the engine had portals, the answer was no but there wasn't any extra info.
My question here is, if someone has a game with a great portion of interiors (like mine), or just wants to do an all-interior game, what's the way to handle them right now, or what are the plans for this?
later
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