Jump to content


making HUGE levels


3 replies to this topic

#1 darksmaster923

    New Member

  • Members
  • PipPip
  • 34 posts

Posted 30 October 2007 - 04:00 AM

hi all, i am working on a new game project, but that requires modeling the upper half of Switzerland to traverse thru in first person. how would i start modeling the cities? or should i tone it down to a really small part of switzerland?
SIR PLEASE HOLSTER I AM THE LAW

#2 Reedbeta

    DevMaster Staff

  • Administrators
  • 4979 posts
  • LocationBellevue, WA

Posted 30 October 2007 - 06:26 AM

To have such a large area be continuously traversable you're going to need a streaming system. I.e. you won't be able to keep the whole thing in memory at once, so you'll need to split up the world into cells (rectangular, hexagonal, or other shaped), and model each cell individually. Then have your engine load cells in the background during play as needed, and throw cells out when you run out of memory. You'll have to experiment with the size of cells and the rules for deciding which cells to load or discard and when, to find the point of optimal performance.
reedbeta.com - developer blog, OpenGL demos, and other projects

#3 hovermonkey

    Member

  • Members
  • PipPip
  • 38 posts

Posted 30 October 2007 - 10:04 AM

Just to give you an idea of the size of the task you are undertaking,
according to Wikipedia, Switzerland has an area of 41285 km^2, while the map of GTA San Andreas is approximately 44km^2.
So you might want to scale your plans down a little.

#4 darksmaster923

    New Member

  • Members
  • PipPip
  • 34 posts

Posted 31 October 2007 - 10:54 PM

yeah you got a point. im scaling it down to only the Thurgau canton of switzerland, cuz i need the Kreuzligen port
SIR PLEASE HOLSTER I AM THE LAW





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users