Ok, so I'm new too the engine, so pls forgive dumb questions. That said, this the beginners forum so hopefully I'll get away with most. As this is important too us, I'm going to ask here now ...
So as I'm understanding it, you can add 'areas' to the world, each area can use a 128x128 max heightmap.
(02-11-2011 12:15 PM)Esenthel Wrote: I won't increase the resolution limit on single area because it's not efficient.
256x256 would require 32-bit indexes for triangles instead of 16, which is 2x more memory for indexes.
That's really important .. so makes sense.
1)
(02-11-2011 11:57 AM)Mardok Wrote: I need one quite large world without loading other parts, because my game is based on vehicles... and loading screens is not welcome...
Wait ... This part got me...
Does "loading screens" mean you get popup message saying "Wait ... loading" or something? Or does it just mean there is some lag as the areas are loaded / streamed in and out?
2) Further ... is it possible to have multiple worlds, with visibility between them? ... so I could put four worlds like this:
A | B
____
C | D
and see D's terrain while standing on A.
I guess this is almost like the existing 'areas' except areas seem to be a fixed size across the world (and only 128x128 h/map resolution).
3) From what I understand so far, I suspect the answer to (2) above is 'no'. So next question then : can the areas in the world be easily made dynamic in the game. eg. consider a sailing game where you might have small islands in the ocean.To be really efficient you want to create say 10 island 'worlds' (with some procedural differences - maybe textures and placing of foliage etc) and procedurally place them in game as you are sailing/exploring an endless ocean.
I'm not sure what the right terminology in Esenthal is for that : with C4 for example we achieve that using terrain blocks which can be tiled in code so loaded and unloaded as required to build infinite terrain. C4 allows visibility etc between those terrain blocks - similar to area's I guess except they can be any size and different sizes.
I would expect there is some way of doing that - as it would take a mega-effort to build a really huge (streaming) world loading 128x128 sized terrain areas at a time!
4) Regarding the streaming of worlds:
a. I assume the terrain as well as assets (buildings, foliage etc) is streamed?
b. Is that done one area at a time?
c. I assume they are unloaded too when out of range?
5) Dynamic loading of assets:
a. Is it easy enough to create the assets from code (and just as efficient)? For example, if the assets were stored in a dB.
b. Is there an event to know which part of the world is being loaded (to know which assets to load).
6) About occlusion:
a. Is there any sort of automatic or dynamic occlusion built into anything?
b. Does Esenthal have occlusion objects like occlusion volumes, shapes, or portals that can be placed inworld?
Sorry if this went a bit off-topic, but I think its still related (for us anyway).