[C++ and Ogre 3D] Castle Forge 3D
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December 18th, 2012 (3:41 PM). Edited December 18th, 2012 by Umbra.
Nearby my feet.
Yep, you can have almost full customization of how the map will be rendered, and how you graphics are displayed. (In this case I disabled the sky and chose a flatland generator) You can also customize the generation stuff (How far away can chunks be rendered, how many chunks can be generated/degenerated a frame, ect.) Something which I don't think minecraft allows : D Anyways, I might see if I can thread the map generation to speed up the FPS a bit more, in the meantime this is a good start. (Considering I spent less than a day on this)
In the meantime if anyone get's an idea of an option (by option I mean things like rendering options, chunk options, game types, ect.) I may add it (unless it's either out of reach for now or is ridiculous)
Next stop, actually getting some physics done....
EDIT: Fixed very FATAL mistake which lagged up a lot of things: I increased the block size up a bit which not only makes the world seem bigger, it actually fixed some lag problems! (By lag I mean I need to load a lot less blocks and chunks)
Sooo with that said, I can officially announce that I have a successful endless terrain system! (With 100+FPS when loading chunks)
Alright so I am thinking about some things, and I would like to know which people prefer:
A custom (capped) amount of Chunk rendering (Meaning you choose exactly how many chunks can be rendered and maintained in each direction, under a fixed value: 100 (which would be insane to render that many anyways))
or what minecraft does (Large Range, Normal Range, Small, and Tiny Ranges)
I believe customization makes a game better to the users, so I am up for the first
Joined Aug 2009
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