User:Enetheru:3dpathway: Difference between revisions

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m re-worked purpose of page
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Thoughts on how to get to 3d terrain
= Why cant we have tunnels? =
General resource page for why tunnels are a no go, technical limitations etc


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.
Perhaps you've read this page:
http://www.ai-blog.net/archives/000152.html


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.
Here's a thread which discusses exactly this:
https://springrts.com/phpbb/viewtopic.php?f=12&t=30880&p=548944&hilit=navigation+mesh#p548944


If any change would introduce a performance penalty, then an ability to have it turned off, or tuned to mitigate the loss.
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 tackled tiny bit by tiny bit to remove those limitations without causing performance degradation, and breaking compatibility.


goals would be to create fully abstract 3d world
goals would be to create fully abstract 3d world
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* arbitrary gravity
* 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.
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

Revision as of 04:55, 22 May 2015

Why cant we have tunnels?

General resource page for why tunnels are a no go, technical limitations etc

Perhaps you've read this page: http://www.ai-blog.net/archives/000152.html

Here's a thread which discusses exactly this: https://springrts.com/phpbb/viewtopic.php?f=12&t=30880&p=548944&hilit=navigation+mesh#p548944

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 tackled tiny bit by tiny bit to remove those limitations without causing performance degradation, and breaking compatibility.

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?.