Alright let's talk about 3D maps.
Moderator: Moderators
Re: Alright let's talk about 3D maps.
That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all dependencies on the GetGroundHeight calls?
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all dependencies on the GetGroundHeight calls?
Re: Alright let's talk about 3D maps.
I am just here to correct you Gajop.
Neither Europa Universalis nor any Civilization game ever used spherical maps. These all are being played on folded 2D maps.
And I would argue about adding depth when using spherical maps. I would even state that it is the single most interesting aspect of PA altogether.
Neither Europa Universalis nor any Civilization game ever used spherical maps. These all are being played on folded 2D maps.
And I would argue about adding depth when using spherical maps. I would even state that it is the single most interesting aspect of PA altogether.
-
- Posts: 98
- Joined: 22 Sep 2014, 20:29
Re: Alright let's talk about 3D maps.
https://www.youtube.com/watch?v=v-KjSgypcuI
PA is not revolutionary.
Bridges, caves, etc, can be done with several heightmaps that share common regions, large 'transparent' areas that are filled with eye candy to make it feel 3d. I think it's important to separate "3d maps" from having a simple way to handle layers, because a true 3d map would allow for such things as having a spider-like unit that can stay upside-down on the top of an arch and handling ceilings, that makes gameplay pretty confusing.
PA is not revolutionary.
Bridges, caves, etc, can be done with several heightmaps that share common regions, large 'transparent' areas that are filled with eye candy to make it feel 3d. I think it's important to separate "3d maps" from having a simple way to handle layers, because a true 3d map would allow for such things as having a spider-like unit that can stay upside-down on the top of an arch and handling ceilings, that makes gameplay pretty confusing.
Re: Alright let's talk about 3D maps.
Didn't populous also have a cylinder map, warped to look like a sphere, while not being one?
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Alright let's talk about 3D maps.
Before you could even start trying to make 3D maps you would have to remove a lot of inbuilt assumptions from the engine.
such that it looks like a planet.
Demonstration: https://www.youtube.com/watch?v=uNbdfghDFHI
Yes. It is a torus with view distortedAnarchid wrote:Didn't populous also have a cylinder map, warped to look like a sphere, while not being one?
such that it looks like a planet.
Demonstration: https://www.youtube.com/watch?v=uNbdfghDFHI
Re: Alright let's talk about 3D maps.
Not this shit again!
Re: Alright let's talk about 3D maps.
That video even has a NeonStorm comment. Onwards! Glory!
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
They are games that rely on terrain deforming mechanics (most noticeably zero-k for example). I suggest that for backwards compatibility sake.gajop wrote:I assume he meant voxel, and also that you realized that yourself :p (Ah silentwings beat me to it)
Implementing a true voxel map - one that allows for bridges/caves - would present the same difficulties as making a fully 3D one would (rewriting the pathfinder, movement and physics).
A simplified version where you just had discreet (step-wise) terrain height is already mostly doable if you ignore the texture rendering issues at such angles. Consequently that's the only thing that would need to be written.
Oh, but maybe those maps make sense in some other cases. It works well in Civ5 and EU4, although in both cases maps are just wrapped around (not actually 3D). It would certainly be useful for any attempt at making planet simulators.PicassoCT wrote:and as we saw in planetary annhilation.. it doesent really add to the gameplay..
I just don't think that games have to make use of all features of the engine.
FFS I suggest using the bounty feature so we can stop relaying on half ass solutions merely because they are "easy" to implement.
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
Who says anything about me implementing it? Do you really want ME to implement it?hokomoko wrote:That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all dependencies on the GetGroundHeight calls?
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
Also no I'm not talking 3d as in PA 3d planet maps. I'm talking about maps that have bridges and caves and such.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Alright let's talk about 3D maps.
Equally, the problem with using a bounty for this is that it would be a huge amount of work and is not a self contained project that can be easily branched & merged back in. But the first question to solve there; is anyone actually interested in implementing it for given bounty.I suggest using the bounty feature so we can stop relaying on half ass solutions merely because they are "easy" to implement.
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
No question about the difficulty part, but what other options do you have in mind if you think using a bounty isn't the way of doing this?Silentwings wrote:Equally, the problem with using a bounty for this is that it would be a huge amount of work and is not a self contained project that can be easily branched & merged back in. But the first question to solve there; is anyone actually interested in implementing it for given bounty.I suggest using the bounty feature so we can stop relaying on half ass solutions merely because they are "easy" to implement.
Re: Alright let's talk about 3D maps.
I assumed that's why you posted.Super Mario wrote:Who says anything about me implementing it? Do you really want ME to implement it?hokomoko wrote:That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all dependencies on the GetGroundHeight calls?
How much did you plan to contribute then?
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
I post so we could start talking about it. (it's in the title.)hokomoko wrote:I assumed that's why you posted.Super Mario wrote:Who says anything about me implementing it? Do you really want ME to implement it?hokomoko wrote:That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all dependencies on the GetGroundHeight calls?
How much did you plan to contribute then?
Contribute to what?
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Alright let's talk about 3D maps.
None, I don't think there is a good option here.what other options do you have in mind
Anything related to your intial post.Contribute to what?
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
TBH I don't know the answer to the questions that I have ask.Silentwings wrote:None, I don't think there is a good option here.what other options do you have in mindAnything related to your intial post.Contribute to what?
Re: Alright let's talk about 3D maps.
So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
Re: Alright let's talk about 3D maps.
Have there been any recent advances in planet maps? I heard Populous had spherical worlds? What about bridges?
- Attachments
-
- angela-lansbury-popcorn.gif (944 KiB) Viewed 2180 times
Re: Alright let's talk about 3D maps.
because he is an "idea guy," generally I think I had him on my ignore list for a year because he used to make WAAAAAAAAAAAAAY dumber suggestions. Generally he comes in with somewhat random ideas posts them to see if anyone is interested. At least he isn't as pretentious about it as some of our past idea guys but generally, this is his *thing*hokomoko wrote:So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Alright let's talk about 3D maps.
I didn't say that, stop putting words in my mouth please.hokomoko wrote:So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
Edit: I do not see how you got the impression that I wasn't going to help at all. It seems like you trying to give excuses, by making this all about me.
Last edited by Super Mario on 16 Jun 2015, 22:59, edited 1 time in total.