User:Enetheru:3dpathway: Difference between revisions
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m searched forums for answers. |
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* decoupling water height from zero | * decoupling water height from zero | ||
* new pathfinding that can handle tunnels and some method to generate the grids. | * new pathfinding that can handle tunnels and some method to generate the grids. | ||
looking into the pathfinding conundrum(searching is my friend: | |||
https://springrts.com/phpbb/viewtopic.php?f=12&t=30880&p=548944&hilit=navigation+mesh#p548944 | |||
Revision as of 04:24, 22 May 2015
Thoughts on how to get to 3d terrain
Discussions on the forum, my own personal desire to see more things and a need to get it out of my head into some form of editable page.
no single large change will make this happen. The task needs to be separated into portions related to the limitations of the current engine design and tacled tiny bit by tiny bit to remove those limitations without causing performance degradation, and breaking compatibility.
If any change would introduce a performance penalty, then an ability to have it turned off, or tuned to mitigate the loss.
goals would be to create fully abstract 3d world Challenges would be
- Pathfinding
- visibility(semi transparent undergrounds)
- world destruction/creation
- portals
- water
- arbitrary gravity
As you can see such a change would require so much work as to be prohibitive, but for arguments sake, what would be some smaller changes that may help.
- decoupling water height from zero
- new pathfinding that can handle tunnels and some method to generate the grids.
looking into the pathfinding conundrum(searching is my friend: https://springrts.com/phpbb/viewtopic.php?f=12&t=30880&p=548944&hilit=navigation+mesh#p548944