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Boundaries of CLOD


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#1 stalefish

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Posted 27 December 2004 - 09:02 PM

Hi, I'll go straight for the question. When speaking of CLOD, how large a world is it possible to create using CLOD?

at first I thought that I wanted to make a world the size of Earth, but it didn't take me long to realise that this was just silly. However, I DO WANT a that 99.99% of pure wilderness with nothing but terrain, animals, and lots of enemies. The size of Earth is too big, not only because it's silly, but it wouldn't fit the game. However, I do need a large world, but what I need is something the size of the moon, that's more realistic and would also fit the game.

What's so important is that it has to be a full scale planet, in this case with a circumference of 10,928 km or 6790 miles. I'm still not sure though (my perception of this huge lengths is not so good), it might be that just half of this, or even as little as ~2,000 km (1243 miles) would be enough. Anyway, the main point is that it has to be a full scale planet. I should mention that I'm not talking of a customised world with every inch carefully designed, but simply rendered using a heightmap image...or several.

The world should also somehow simulate the sphere-effect of a planet, that is, you can go in any direction but still always end up in the same location.

Another thing would be that it should also be able to control the level of detail, and have some nifty loading function. So, if you're down on the ground the detail is high, but if you're e.g. 1 km up in the air, the detail is greatly reduced...in some way, this in order to have enough fps. The loading function would allow the player to travel across the world, either on ground level or high up in the air, and travel at great speed but still not suffer from any loading times, but always a smooth flow of the surface. And with great speed I mean mach-speed.

I don't know if this sounds stupid and silly, or not, but this is what I'd want to create...well, not personally, I'm not a coder, but I'd still need to know if it's possible or not.

Any comments??

#2 pat_mathis

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Posted 28 December 2004 - 09:43 AM

I think you may need to be a bit more specific on the details of your idea to get a proper answer. Building a whole world using CLOD is completly possible, just not very practical. There may be better ways to get your desired effect with out making a full scale world. If you think it would just be cool, I think most people would only find it gimicky.

But, there seems to be a number of things you can this. Not all may be all that pretty. Did you think about having two seperate terrains for this idea? One for on the ground and one for flying, that is. That or you could just use alot of the same textures and models.

But I know that I'm hardly the person to give proper advice. I thought I'd just throw a few ideas out there.
Nietzsche is over rated.

#3 stalefish

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Posted 28 December 2004 - 12:55 PM

Perhaps I should have told you more. Well, the reasons why I want a full scale world are: 1) I want the 99.99% of pure wilderness, where you can train and reach unlimited levels, 2) to make it more difficult to travel between places, 3) there are a lot of tales and legends in this world, and one of the things you can do in the game is to try and find out if these legends are true, e.g. the legend of the elevated library, a place where you can find all the information you could ever need, it holds all the history and lore of the world, however, this is a very difficult one, very hard to find, and a huge world to search is a part of it, 4) the game is more than just an rpg adventure, there is much to learn from it, it's languages, the history, lore, and to explore and learn about the lands is a nother very important feature, 5) I'm simply a huge Dragon Ball fan, I would so much like to just fly across the lands with great speed, just see the landscape fly by me, I can't really do that in reality, so not much left then (^-^), 6) I want the player to feel overwhelmed, and this is very important, when the player starts the game s/he must feel overwhelmed, that the world is so huge, how could they possibly find anything here, nor accomplish anything great for that matter, I'm just a small ant in a huge world.

About the terrain, I simply meant that when you're on the ground, walking along, the detail is at normal level, and the further up in the air you go, the less details there will be, forests and lakes turn into green and blue textured terrain, and the terrain becomes a single colour texture, instead of a detailed texture of the ground, there's just a simply monocolour texture, a green texture, and so on. And also, small villages and towns are placed directly in the world, but larger towns and cities only have a landmark, and when you approach it the game asks wether you want to enter the city or not (ala Final Fantasy), this all to keep the detail level down, and to keep it as simple as possible.

Any more comments??

#4 SYS49152

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Posted 28 December 2004 - 01:18 PM

stalefish said:

I don't know if this sounds stupid and silly, or not, but this is what I'd want to create...well, not personally, I'm not a coder, but I'd still need to know if it's possible or not.

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well all is possible. :)
it sounds not stupid but it will be hard to find someone who do this for you.
that kind of system you try to implement will need alot of time.

all of the coders out there that have that skill to do something like you want will not spend the time in such project you planing to do.

anyway is not impossible if look into games like EQ1,EQ2,Gothic 2 or morrorwind you will see that they have very big zones to run arround. but this kind of projects are done by full-time developers and designer and much more people that get paid for that kind of projects.

dont give up your plan but dont except to release in the next weeks something like you plan to do. :)

- Andy

#5 stalefish

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Posted 28 December 2004 - 02:12 PM

SYS49152 said:

stalefish said:

I don't know if this sounds stupid and silly, or not, but this is what I'd want to create...well, not personally, I'm not a coder, but I'd still need to know if it's possible or not.

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well all is possible. :)
it sounds not stupid but it will be hard to find someone who do this for you.
that kind of system you try to implement will need alot of time.

all of the coders out there that have that skill to do something like you want will not spend the time in such project you planing to do.

anyway is not impossible if look into games like EQ1,EQ2,Gothic 2 or morrorwind you will see that they have very big zones to run arround. but this kind of projects are done by full-time developers and designer and much more people that get paid for that kind of projects.

dont give up your plan but dont except to release in the next weeks something like you plan to do. :)

- Andy

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I've been working on my game since 14th August 2001, and there's no way I'm going to quit now! I've taken many 180 degree turns, completely changed the story, and taken new roads, and the game and story has evolved so much. Actually, at the moment I'm very, VERY, depressed, and I'm even seeing my therapist quite often, but not even that has been able to tear me from my game, I'm not doing this for money, if I get some money out of this, then hurray, but that's not it. This is much more than just money to me, it's several years of my life (^-^). No way I'm going to quit, besides, I don't even think I know what the word "quit" means (^O^).

It was actually Morrowind that gave me the idea, before that I wanted to create the world using many squares of terrain, ala Might and Magic, and then let you travel between the squares. With Morrowind I learned that it is possible to create a continous world.

I never expected to finnish it any soon, but I'm not really that interested in graphics, I'm a uge Might and Magic fan, and that kind of horror graphics would be enough. This is my first game, and I'm not expecting anything huge, and even if I would work for a game company, I still wouldn't go for the kind of graphics every game have today. I prefer that older, simpler look, I think DeusEx is more beautiful than Invisible War, MM7 & 8 is more beautiful than MM9. I'm probably crazy, but that's just what I feel.

So I really am willing to compromise, huge continuous world, but not that great graphics. And that thing about terrain details decreasing when you fly, that's not that important. In the worst case, if there's no way I can get what I want, I'll just go back to the MM-idea, the square maps.

As I said, this is my first game, and I want to give the player an incredible story and adventure, I want to give the player a fantastic world to dive right into, learn a lot of new things, have fun, adventure, explore...I don't care about impressing with graphics and advanced physics or anything, I just want to make a great game (^-^).

I know that many will probably not play my game because of this, but I also know that there are many harccore rpg fans out there, and other gamers who simply love a great story, and don't care to much about graphics and stuff, why else would Might and Magic and other older games still be so popular? So I know that I'd at least have some gamers who would like to play my game (^-^).

#6 pat_mathis

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Posted 28 December 2004 - 11:42 PM

Yeah, I always did have a soft spot for 2.5d games, too. If this really is your first game, you might want to try doing a couple of practice games. There is a couple of totorials out there on the matter. I personally think that the Tetris, Breakout, Pac-Man, Mario, Doom method seems to be the most logical (I am yet to do much of anything myself as of yet). You see all of those games are an evolutionary step in learning to make a game.

Tetris give you the core concept of making a game.

BreakOut introduces things like levels, lives, power ups, and even saves if so desired.

Pac-Man would give you the first step of making AI. I think it goes: one ghost goes to your next turn, one ghost takes the shortest root to you, one ghost takes a flank, and the other ghost wonders around like that one scary homeless guy down town that once freaked out and started smashing some dude's car. Man was he pissed.

Mario will give you a chance to make a story based complete game, with bosses, end game cut scene, and ever thing else you already did in the other games.

Doom will give you an idea of how a basic game engine works.

Just make sure all the games you make are 100% complete so you can show it off, and actually acomplish something.

But thats just one of the many ways to get into making video games. The most popular method, however, is to say "screw that, I'm going to make quake 4 on my own, and it will out do every other developer cause I got an idea that was never tried before. I'm sure it will work!!!" Then brag to your buddies how you make games for a hobby (god knows where the pluralization came from) and ultimatly do nothing, living at your mom's house til' she dies... well... Maybe a couple months after she dies. :wink:

But, hey. You do seem to have the right idea about it so far. You aknowledge that this is more of a hobby then a profession.
Nietzsche is over rated.

#7 Ed Mack

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Posted 29 December 2004 - 12:18 AM

Completing games / continuing on one vein is incredibly hard! Well, at least I find it so. Once I've tried writing something new, I soon want to go in a completely different direction. I've completed small tilebased games whilst working with an artist, but that's about it

Is it any different as a job? Sometimes I think I'd like to persue game-dev when I'm older, but then I worry about many many aspects of it :P

#8 Reedbeta

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Posted 29 December 2004 - 06:57 AM

You're not the first person to ask a question like this =)

I'll direct you to some articles that will give you ideas for how to go about making a CLOD planet, but it will be up to you to make them work. Save these links until you are confident you are ready.

Basic article on ROAM:
http://www.gamasutra...3/turner_01.htm

Articles on applying ROAM to a planet-sized sphere:
http://www.gamasutra...02/oneil_01.htm
http://www.gamasutra...10/oneil_01.htm
http://www.gamasutra...12/oneil_01.htm

Algorithms for an Infinite Universe: (might be useful if you want to populate your world with randomly generated places and characters)
http://www.gamasutra...infinite_01.htm
reedbeta.com - developer blog, OpenGL demos, and other projects

#9 stalefish

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Posted 29 December 2004 - 12:47 PM

Whoah!! Thanks for the links (^O^).

Honestly, I've quite often thought of making a Sonic Battle-ish game as my first, but more chibi style, like MixMaster or Gundamn, or whatever they were called...can't remember. But for that I'd need a damn good artist, so the most realistic choice would be just an FF-clone, but it still wouldn't be too easy. I'd still need the artist, and a coder to create the 2.5D openGL engine.

I've tried RPGMaker and it's seems quite good...relatively easy...but still need the artist, and RPGMaker is not openGL, so it's going to be slow. I'd still need to have the whole world, it would be in much smaller scale, but still, the whole world in 2.5D form.

Honestly, if Icould make a FF or Sonic Battle-like game, then I would, that would be my first game...but not even that's possible, I still can't do everything on my own, and I just figured that most people are more interested in 3D...but I don't know...

FF is good, but this is superb: http://www.mixmaster...game/index.html

#10 SYS49152

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Posted 29 December 2004 - 12:59 PM

stalefish said:

I still can't do everything on my own, and I just figured that most people are more interested in 3D...but I don't know...

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well this depends on the sites your are surfing or posting.
on this site/board are alot of coders... people that want to learn more about
game development or 3d related things.

it will be hard to find someone on this site that is fixed to rpg/rts.....

- Andy

#11 kitt3n

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Posted 29 December 2004 - 05:45 PM

>>it will be hard to find someone on this site that is fixed to rpg/rts.....

Well, then I'm one of these persons interested in rpg's :)

I've worked on a game called "sacred" with also has a huge world - We used
an iso view with 3d animated models. Trees and (static) objects were drawn
by a talented 2d artist and put manually! into the world which created really
nice looking levels in which you can then run around with your 3d avatar.

It had a sector-based approach (64x64 tiles) and sectors would know it's
8 neighbouring sectors (theoretically you could also make up/down sectors).
At the end we reached around 3500-4000 sectors and believe me, this was
more than big enough (lots of wilderness with enemies, but not so huge you
would get an 'empty' feeling).
At one point the world was growing so large that we came into the >100.000
float range which then gave precision problems (sth I'm watching out for in
the next project *grin*).

Regards

#12 SYS49152

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Posted 30 December 2004 - 01:03 PM

hi, i know the game sacred. if you mean that game from 'Ascaron'.

but i found that there where made alot of mistakes. you said that the game got a big world. but this was one of the boring thinks because it was that big.
running hours arround and nothing happend. :)

nothing about the game-play and the modells. they where really cool.
the combo idea was really good.
the grafics was also good. respect to the designer of the game really.
but the first version of sacred was totally un-balanced.

ofcourse 'ascaron' was running out of money or something !? :)

a big virtual world for players will be boring if the running arround and are lost after some minutes/hours.

i dont have tried the patch yet so i dont know if 'ascaron' fixed some of the problems.

dont understand me wrong. i love rpg's. iam really fan of gothic 1&2, morrowind, neverwinter nights, balduars gate, diablo and and......

- Andy

#13 kitt3n

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Posted 30 December 2004 - 01:20 PM

SYS49152 said:

hi, i know the game sacred. if you mean that game from 'Ascaron'.

but i found that there where made alot of mistakes. you said that the game got a big world. but this was one of the boring thinks because it was that big.
running hours arround and nothing happend. :)

nothing about the game-play and the modells. they where really cool.
the combo idea was really good.
the grafics was also good. respect to the designer of the game really.
but the first version of sacred was totally un-balanced.

ofcourse 'ascaron' was running out of money or something !? :)

a big virtual world for players will be boring if the running arround and are lost after some minutes/hours.

i dont have tried the patch yet so i dont know if 'ascaron' fixed some of the problems.

dont understand me wrong. i love rpg's. iam really fan of gothic 1&2, morrowind, neverwinter nights, balduars gate, diablo and and......

- Andy

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Well, I can honestly say I played it (my wife too) and I think there was
enough to do (my personal opinion). I like to do itemhunting/balancing,
and my wife likes to play quests though - that pretty much covers all
areas :)

Sometimes the (random) quests aren't spread nicely but in the towns there
are usually 2-3 quests to make.
On the other hand towns are not so close to each other that you can't do
any decent leveling (in general people really like the desert/spiders for
doing that).

Anyway my point remains, if you make the world even larger, then you'll
definately get the 'nothing to do' problem you mentioned :)

>ofcourse 'ascaron' was running out of money or something !? :)
Keep in mind that - unless your company is "valve" or "id-soft" - there are
other parties involved which determine when the game will hit the shelves.

...and be sure to try the latest patch (1.8.26) - balancing / items really had
a huge leap forward, compared from the 1.0 version, the items really got
much more interesting. We have one extra person now working only on
balancing kills, items/values, spells, ...

Regards

#14 SYS49152

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Posted 30 December 2004 - 01:40 PM

hi again kitt3n :)

hope you dont understand me wrong. iam not against ascaron or whatever.
first really my respect that you guys done a game from beginning to end.
its also nice to see that ascaron still exists. iam comming from germany and i know most of the ascaron games.

but you know when you play sometimes a game and have the feeling you are doing beta-testing instead of playing it. hehe :)

well iam working as a developer ( has nothing to do with game-developing ).
and i know sometimes the feeling putting unfinished versions out because you running out of money.

this ofcourse one of the worst problems germany got atm. so its hard to play on a level like Valve or id-soft do.

well i will try the new patch if i have more time. :)

nice that you are sharing some infos with beginners like me. hehe :)
well iam really new to game/developing so i may be wrong in some things.

- Andy

ps: sorry stalefish if i was going abit beside your posting :)

#15 stalefish

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Posted 30 December 2004 - 03:02 PM

>>ps: sorry stalefish if i was going abit beside your posting

No problems, the point of having a forum is to get people to talk, and as long as you talk, whatever the subject may be, I'm cool (^-^). Besides, forums should be fun (^O^) not some sterile place where you ask questions and post replies like some robot.

Anyway, so now I've gotten some good help here, some good comments, now...for the tricky part. How would you rate this feature, how difficult would it be to create the thing that I originally wanted: A first person view game, with CLOD and a huge world. Or should I just call it ROAM? Not sure I want exactly that...

Well, anyway, Let's say that on a scale from 0 to 10, where 0 is Quake2, and 10 is HL2, FarCry, UT2004 or some other huge game. How would you rate this thing that I'd like to accomplish?

I really don't want to get into creating anything that is too time consuming or difficult, as the primary goal is not to make it for selling, but a free game. And to tell a story and have fun ofcourse. I still need to read more about this, and learn a bit about it, and if I come to the conclusion that this is absolutely too much, then I'll just go back to the square-thingy, just use Irrlicht...hell, I'd be happy with Q2. I don't know how to emphasise this, I really just want to tell a story, and give the players a great world to adventure in. However, the main reason why I started designing my own game in the first place, is that there are no good games these days...I've played Might and Magic 6, 7, 8 & almost 9 (the best RPG ever), DeusEx (best game ever), Beyond Good and Evil (great game), and Final Fantasy 9 (do I even need to tell you?), and now I just can't find any good games.

So I really want to crea this game, soooo badly, can't find anything you like, then create something you like.

#16 SYS49152

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Posted 30 December 2004 - 03:27 PM

hi stalefish

for me is hard to rate such things you are trying to do because i dont have ever done this kind of project you are talking about.

but one thing for sure. it will take alot of work if you are going to do a such big world.

for a free product it will be hard to do so. i for myself dont know a free-project that has that big world.

what you really need to do is to start something.

like you said. start with the irrlicht engine. you can still switch to another solution if it doesnt fit to your project.

i have seen just some screenshots of the Irrlicht but cant say really something about it.

the best idea for a game doesnt count really if your hands are bound because some important background missing like programming skills or you dont know how the 3d-api ( opengl/directx ) works.

ofcourse you should try to get more skills by joining a team that doing free mods for games like morrorwind or other rpg's out there.

- Andy

#17 kitt3n

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Posted 30 December 2004 - 10:51 PM

I haven't taken a look at the irrlicht engine (yet) so I can't advise on that one.

You might however want to take a look at the Ogre engine - it's one of the
best designed open source 3d engines I've seen - really excellent class
design. If I remember correctly it also has a paging-landscape renderer...

If you decide to make sth yourself, then don't get caught in details (like
optimizing vector math, sse, assembler) - make sure you get sth visible
on the screen as quickly as possible (even if it isn't roaming or whatever
clever algorithm but plain and simple heightmaps).

>hope you dont understand me wrong. iam not against ascaron or whatever.
>but you know when you play sometimes a game and have the feeling you
>are doing beta-testing instead of playing it
I didn't take it wrongly - you added some constructive critisism and I
commented on that from my point of view :)
Anyway, sacred (and especially the mp-part) grew much bigger than
originally intended and keeping in mind that this was the first rpg we
made, we had to learn from our mistakes the hard way.

#18 stalefish

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Posted 31 December 2004 - 03:17 AM

>>I haven't taken a look at the irrlicht engine (yet) so I can't advise on that one.
Irrlicht IS a good engine, and the classes and all those things seem very simple and easy to use. The features are also quite good. That's my honest oppinion (^-^). The best part is that it's growing all the time, becoming better and better, and the way the engine is now, it's going to be quite a kickass engine in the not-so-far-future. But what would I know, I'm not even a coder (^-^).



Now I actually though of asking you something completely different. Besides this world and game that I have been working on for many years, and which is very close to my heart, there is also a nother concept that I REAAALLLLLY love.

The first one is an MMORPG South Park game (^-^), for a very, VERY long time I've been thinking of creating this master piece, but I just don't have the skills. I am capable of drawing all the graphics, but who wouldn't, tihihi. Anyway, the real problem is coding, I really don't know how to do it, and make it work smoothly, probably using opengl then, as I've come to understand that software rendering is slooooow. And coding all the arts, abilities, skills, items, and so on are also a problem. This South Park MMORPG would be exactly like the series itself, you go to school, to meet your friends, you sneak out at night, you piss your parents off, and constantly get in trouble...well, you don't have to, that's just one way of playing. You would play as an 8-year old child, and you would be able to choose your apperance (body, hair, clothes, accessories) and also choose the colours. You would then also get to choose one special art:

Transcendental (Caffeine, Tweek)
Electricity (V-Series Chip, Cartman)
Outburst (Rage, Pip)
Superattacks (Secret Identity, Butters)

and so on, I'm still working on the list of arts. Each special art gives you a unique set of abilities, mostly offensive abilities. Oh, I almost forgot, you can expect to have A LOT of fun with these special arts, it's basically DragonBall in South Park (^-^). Remember the film, where Cartman get's the V-Chip, just imagine that and a whole bunch of other cool Dragon Ball-style attakcs and moves.

After that you'll have to choose one fighting style, e.g. punch, kick, sumo, chainsaw, katana, shotgun, launcher, etc. You are able to fight using any style, but the one you choose is the style you have been using since kindergarden, and thus you are an expert in that specific style.

Last but not least, you would choose name, nationality, wealth which determines what house you live in and how much you get in allowance (rich, comfortable, poor), and parents or guardians (single mother, single father, grandmother, grandfather, mom&dad, granma&granpa, none) which doesn't really make any greater difference.

You would be able to venture through all of South Park, the surrounding wilderness, and parts of Canada. And the basic thing is just to have fun, to regress and become an 8-year old, and do all kinds of crazy things (^-^).

So, now I'm just wondering if anyone would have any hints, tips, comments, anything. This is a game that I'd actually be able to create all on my own, and it would be DAMN FUN! But the problem is coding, I'm not a coder, so it would take me quite some time to really understand how to do everything. Even the basic stuff like movement and level management is way over my head (x-x).

#19 stalefish

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Posted 31 December 2004 - 04:55 PM

Ugh! I just better leave this topic to die, it has served its purpose anyway...





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