Map edges

Map edges

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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gavan
Posts: 53
Joined: 03 Feb 2006, 13:52

Map edges

Post by gavan »

This has probably been asked before, but i'd like to know the current status...

What would it take to make maps that have no edges and completely rendered scenery around the (bordered off) playing field?
I'm thinking maps with ridges just on/outside the playable area, and roling fields that seem to extend until the horizon.

But ehm, i'm afraid to ask even: is there any active development going on? What are the current items being worked on? Is the todo-list online anywhere?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Map edges

Post by Tobi »

gavan wrote:But ehm, i'm afraid to ask even: is there any active development going on? What are the current items being worked on? Is the todo-list online anywhere?
There is some development going on.

Trepan works on LUA stuff.
I work on netcode rewrite, (re)sync.
And other people occasionally work on various other improvements.

But since many of us have only limited time, it isn't going fast ;-)
gavan
Posts: 53
Joined: 03 Feb 2006, 13:52

Post by gavan »

Okay, no problem. Spring is great as it is...

Any idea on what would be needed to get rid of the ridgid edges for maps?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

sm3 was originally supposed to ahve a box definign the game area of the map, but it was forced to be the entire map.

Adding bounds checks would simply be a gigantic list of 2 liner code edits thatd take forever to do.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

despite what biorunner was saying, no the devs are working on things. The next version of spring is going to be so awesome as far as moding features.. I might just explode in my pants!
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

I already exploded.
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

I'm exploding right now!!!

GROWING FEATURES!!!
:shock:

drip drip drip... :lol:

now I just gotta figure out that code... :roll:
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

indeed i originally planned to have the map continue beyond the playing field for sm3, but there are a few problems with that:

- the spring game code assumes a big continuous float[] heightmap. If you want to extend the map the easy way you could increase this array, but then you also massively increase memory usage because spring isn't very efficient with memory per heightmap pixel. (32 bytes per heightmap pixel iirc).

- alternatively, heightmap outside of the playing field is stored somewhere else, but then you need to rewrite explosion code in order to prevent ugly drops and jumps in the heightmap at the edge of the playing field.

- another way would be to use a simple mesh for the geometry surrounding the playing field, but then the problem is how to get rid of the gaps at the edge, caused by heightmap LOD. And how to get some LOD working for the mesh, because rendering a mesh without lod around the entire map will be quite slow too.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You can model the edges as features.
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