Looks like I’ve got some bug here 🙂
Anyway, I’m done with today. I’ve almost finished my new… “stuff”. First goal was to add further compatibility between terrain generation and ingame datas. For example, to create more or less flat areas where gamers colonies are settled. We won’t ask you to build your city on a deadly mountain rift… !
But this new layer will also improve terrain realism. Well.. I’ll better show you tomorrow!
I had small rendering bugs all along because of my terrain LoD system. When ground tile’s resolution change, it’s almost impossible to match vertices in order to avoid gaps. I had tried so far half a dozen kind of different computations… But while “errors” were camera orientation dependent, I struggled to find a way which didn’t needed for more terrain updates.
So much work for so few pixels… but this issue is now over!
I need to sleep now!! I’ve spent tonight 4h 17m to trace a stupid (but highly vicious) object pointer bug, infecting memory. It fucked up my poor head 🙂
Anyway… that’s not a this point I realized I was tired… no.. I just spent right after 45m on a… division error.
The problem (this thing behind my eyes) is now clear. I’m done!
ps/ sphere map is ready, anyway.
Benchmarking, cleaning, optimizing, debuging, deleting, rewriting… now, all is fine and week is over:)
I’m still working on alpha texture generation. The splatting of two textures is child-proof. But upgrading this to mix dozens or hundreds of textures for a whole planet is… rather… painful!
Because of differents LOD for tiles, there is 2^16 (65536) different alpha combinaisons. No way to keep a such amount of textures in memory, of course. Dynamic creation itself is simple as possible: a basic texture alpha, then a bunch of memcpy(). But the thing is to create splitted alpha map. Like unpredictable portion of the terrain, at any scale.
I never been a puzzle game addict…
My first priority is to create a nice LoD/paging scene system. I’ve seen that Ogre has specific scene managers & plugins for this, but I’m rather sure I won’t find anything fitted for Nyne… or fitted with me. And even… I’d like to stay focus on a very basic Ogre environment. So I’m starting my own stuff. Well… I’m not really about to start running mindless in the dark… I had filled two notebooks in the past months to consider that kind of problems. But now I’m going to discover issues I haven’t predicted 🙂
The need for a paging system is obvious. Planets have to be huge sized. To be able to fit hundreds of city per planet, and a couple of kilometers between… so I mean HUGE.
– Each planet will be composed of 8,388,608 tiles (I won’t detail why)
– Each tile will be made of 1,600 vertex (at least)
– We’ve got… a minimal 13,421,772,800 vertex par planet.
– (and if you don’t know, we have 9 planets)
– Once for all, I do need a paging scene from hell!
And for the Level of Detail. I’d like to:
– have a quite deep background landscape, so vertex optimization
– be able to change vertex resolution depending on hardware
I don’t want neither the most beautiful, nor the most large length of view. I just NEED a huge planet and a kind of nice rendering.