Sizes.

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Sizes.

Post by Nicadeamas on Mon Jun 20, 2011 8:12 pm

.
So, do you have any plans on makeing the cubes "shapes" smaller in size later on.
For example, all your cubes look to be about 32 inches in the XYZ, almost identicle to Minecraft. So, what if you snapped them down to 8 inches? Any thoughts on that?

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Re: Sizes.

Post by abbysall19 on Tue Jun 21, 2011 8:00 am

That sounds like a good idea, it could make building more intricate, but it could make mining or the like a little more tedious..

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Re: Sizes.

Post by Slaihne on Tue Jun 21, 2011 2:31 pm

I don't have any plans for smaller cubes.

There's two reasons why i can't really have smaller cubes. The first involves the dificulty in storing them; there's a lot of memory required to store the cubes and the vertices of the visible faces.

The second is speed; more cubes means more decisions to see what's visible which means slower chunk build / light / render time. Also, it would probably mean a lot more vertices and thus slower drawing time.

I do have model blocks and have my brother designing some GFX. The lights are "blocks' but are models rather than cubes. The flowers etc are all blocks too, and you've probably seen a chair or two in some of my videos, that's a block as well.

I plan on incorporating loads of models so that the builders out there can have some fun. One thing my brother has done is a set of pipes with junctions etc which look quite good. So, hopefully stuff like this will alleviate the blocky nature of the world.

Think of it a bit like Lego, where the bulk of the set are the plain old square and rectangular bricks. Then you have all the little frills like sloped tiles, chairs, antennaes etc that aren't is as great a quantity as the square bricks but you only need a few of them to make a build look good.
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Re: Sizes.

Post by Nicadeamas on Tue Jun 21, 2011 8:08 pm

.
I'm not a programmer so my argument might be silly, but then again, maybe not.

What if,
1. The whole world is static, a pre-compiled world, not self generating.
Basically just a Big list. The only time the world would chang is if the client (Player) changed something, therefore a pre-compiled world would already know everything that there is to know and is only working on displaying this massive mesh on the players screen, plus changing it when the player changes a piece of the world.
In which case you can cut down the memory storage requirement by having the engine only load in the information of the blocks within X distance of the player.

2. Additionally with a few methods I have in my head (That might work / could work.) you could basically have the blocks get bigger the farther away from the player they are, which again cuts down on the number of blocks being rendered at any given time.

3. Static light stage compiling. (Catchy name, came up with it just now.) *I know nothing about programming light, but here is my idea.*
Rather then rendering light on the whole world that is constantly changeing, even with the world also changeing here and there. Why not have a list of a dozen or so light environment compilations that fade from one to the other.
In other words. Instead of the idea that the sun is moving across the sky as the clock goes from 12 to 12. Why not compile 12 sets of lighting based on where the sun would be at each hour. Then have those lighting sets fade from one to the other as the hours go by.
The problem with that concept is if the player starts building or eliminating blocks. The solution is that when a block is placed or removed it takes a look around at the world, lets the blocks around it know about it, then compiles the immediate light needed for that time of day and stores it it as new information for one of the origins in the lighting lists. Then it goes on to compile the lighting for all other hours of the day, as a low priority sense it wont need that information as soon.

4. (I think this is where I step into the 'no thats a bad idea' area lol.) What if there were no vertices and faces calculating and building themselves. But instead, a list of models. In which case, rather then having an origin make it's surounding mesh as the world is developed or changed, it instead simply picks different classes of block from a list as the surrounding mesh is developed or changed.

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