how many developers here have tried to make a flight simulator... or a space flight simulator... or a cross country driving or race game...
if you have, you've undoubtedly run into several brick walls... the most daunting of em most likely related to the creation of a vast, free roaming universe in 3DRAD...
first, there's the problem of creating a large scale vast landscape... although we have an infinite terrain and ocean... all of these are flat, repeating, featureless solutions... no cities bordered by open plains, bounded by mountain ranges ending at a seashore... with maybe an island a few miles out...
the default terrain is only about a 3rd of a mile square... not really the vast expanse one would like to fly over in a plane... kinda small...
but even if a way to do this was somehow created tomorrow, we'd still run into another brick wall... a second big challenge... the limitations of 3DRAD game world, where... beyond a certain point the physics engine starts to fall apart on us and all our meshes start jittering wildly... all of our planes stop flying and just hang in space... all our cars stop rolling...
the reason i bring this up is because i've been looking at some old logic... dusting off some old code... seeking solutions for my own requirement for an expansive world to sail around in and under and to fly above, and i'd like to hear from others who are tackling something similar...
a small test those inclined might want to try... add an airplane and a sky... a valueprint and a script to show the distance from the start point... then start flying in a direction and see how far you can go before strange things start happening...
or try the same thing with a car... use the infinite terrain resource, add a car to it... a valueprint and a script to show the distance from the start point... then start driving in any direction...
see how far you can go before the ibjects start jittering and then finally stop working at all...
post your results...
thx
--Mike
if you have, you've undoubtedly run into several brick walls... the most daunting of em most likely related to the creation of a vast, free roaming universe in 3DRAD...
first, there's the problem of creating a large scale vast landscape... although we have an infinite terrain and ocean... all of these are flat, repeating, featureless solutions... no cities bordered by open plains, bounded by mountain ranges ending at a seashore... with maybe an island a few miles out...
the default terrain is only about a 3rd of a mile square... not really the vast expanse one would like to fly over in a plane... kinda small...
but even if a way to do this was somehow created tomorrow, we'd still run into another brick wall... a second big challenge... the limitations of 3DRAD game world, where... beyond a certain point the physics engine starts to fall apart on us and all our meshes start jittering wildly... all of our planes stop flying and just hang in space... all our cars stop rolling...
the reason i bring this up is because i've been looking at some old logic... dusting off some old code... seeking solutions for my own requirement for an expansive world to sail around in and under and to fly above, and i'd like to hear from others who are tackling something similar...
a small test those inclined might want to try... add an airplane and a sky... a valueprint and a script to show the distance from the start point... then start flying in a direction and see how far you can go before strange things start happening...
or try the same thing with a car... use the infinite terrain resource, add a car to it... a valueprint and a script to show the distance from the start point... then start driving in any direction...
see how far you can go before the ibjects start jittering and then finally stop working at all...
post your results...
thx
--Mike