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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Terramorphing and falling trees feature  (Read 26557 times)

RaikoRaufoss

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Terramorphing and falling trees feature
« Reply #15 on: August 26, 2010, 04:27:44 pm »

A question related to Headestsniper's: If the craters remain undisturbed, will vegetation start growing in them, like in real life?  Of course, this is assuming an MMO server setting running for extended periods.
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cameni

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Terramorphing and falling trees feature
« Reply #16 on: August 26, 2010, 04:49:41 pm »

Quote from: Headsetsniper
and when you fly away, to the other side of the planet, and come back, is the crater still on the place whery it should be? or does it dissolve when you get out of the LOD range? And if not, how many "craters" can you save?
Depends. Since this is basically a variation of road system, a vector data overlay, it can be stored permanently in the same way as the road data, or just kept in memory and discarded or saved after it goes out of view. Number of such craters would be limited only by the available memory, but since these are vector-defined, they take very small space. Of course, there could be performance problems if there were huge quantities of such overlays, but I don't know where's the limit yet.

@RaikoRaufoss There's no concept of growing yet, nor of the changing seasons. Changing probability of vegetation growth will be the subject of new climate system, so this possibility exists.
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McArcher

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Terramorphing and falling trees feature
« Reply #17 on: August 26, 2010, 06:24:05 pm »

cameni,
I hope this engine will support large amount of RAM? Expanding RAM is the cheapest way to upgrade PC, I think. (If not buying OC'ed editions of memory modules, of course)
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RaikoRaufoss

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Terramorphing and falling trees feature
« Reply #18 on: August 26, 2010, 06:35:21 pm »

Quote from: McArcher
cameni,
I hope this engine will support large amount of RAM? Expanding RAM is the cheapest way to upgrade PC, I think. (If not buying OC'ed editions of memory modules, of course)
It should, and it will have to, owing to PC specs these days.
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ZeosPantera

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Terramorphing and falling trees feature
« Reply #19 on: August 26, 2010, 11:18:37 pm »

Quote from: cameni
Since this is basically a variation of road system, a vector data overlay, it can be stored permanently in the same way as the road data, or just kept in memory and discarded or saved after it goes out of view.

Permanent Terrain Deformation in a game is an insane thought. Just go in everyday and blow your name into the ground.

"Hey Josh? Isn't that the hole in the ground from yesterday where you blew up?"
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Headsetsniper

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Terramorphing and falling trees feature
« Reply #20 on: August 27, 2010, 05:46:05 am »

ah okay. so you dont edit the actual dataset/heightmap for the craters, you just put a displacement "patch" on the top of it and leave the datasource untouched? how does that work with the collision mesh? is the collision mesh updated extra or how did you do that... ?
is it possible to edit the terrain, with a "paint tool" at runtime like in sim city. klick safe, and the next day, your holes and new mountains are still there? or can you just apply "patches"??? must be tricky with a giant dataset like bluemarble. how did you manage to update these TONS of data in seconds??
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cameni

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Terramorphing and falling trees feature
« Reply #21 on: August 27, 2010, 06:49:22 am »

Well, the "heightfield" or the base dataset is in ~76m resolution, so it would not work well as a collision mesh anyway. We have to use the one that gets created by fractal algorithms, and we do that only after the patches are applied - so that's the secret :)

Paint tool isn't implemented yet, but it will be - it will override what fractal generates at specific detail level. For large area changes in building phase we shall use that.
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