User:Enetheru:3dpathway: Difference between revisions

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Thoughts on how to get to 3d terrain
Thoughts on how to get to 3d terrain


by piecemeal
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.


each portion needs to be replaced with something that is equally as performant or at least ends up having a cost to benefit ration that exceeds expectations.
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.


for the overhang pathfinder needs replacing with something not dependent on a 2d grid.
If any change would introduce a performance penalty, then an ability to have it turned off, or tuned to mitigate the loss.
for sphere or curved worlds, the gravity and water levels needs to be independent of a 1 dimensional height level.
 
terrain format needs to work with pathfinder and geometry, be that voxel or arbitrary
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.

Revision as of 02:38, 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.