Yep, I have no problems with that and I really do understand the technical difficulties that a fully 3D map would produce.
Camera controls and minimaps are trivial problems imo. compared to the other problems with such a solution.
I still long for the days when everything is modeled in voxels and all materials are realistically modeled to the extent of enabling bullet holes and real time craters through all materials of the game world. Including running water made of voxels
Ahh, Ill stop dreaming now... If only hardware accelerated voxel graphics would have been the norm. Time to go find Comanche again
I never did understand why the graphics industry moved away from voxels as they in my eyes have so many advantages.
I am really quite certain that we will see a move back to voxels within 5-10 years now that we have so much more computing power and the need for a proper representation of the world around us will most certainly bring back my belowed voxels!
Its a cool way of reproducing a lanscape, but the best part about voxels is the promise of being able to interactively modify larger enteties.
ei, real bullet holes in solid enteties, not to mention a great possibility to reproduce realistic physics where you can have different materials in layers. I always wanted to be able to really see the effect of a large artillery shell on a soft material with a harder material underneth.
you miss the point people..
the idea is to make the game more realistic and tactical.. as if you pick a corner of a map atm.. you are covered on 2 sides... no defence needed.
a planetary illusion is a simple piece of code from my knowledge...
sure the minimap units and bullets would need this piece of code pasted in.
but it would only be for a few maps... maybe someon could make a wrap mod. =p
i dunno but people have some very different oppinions about maps i personally would love the vulnerable from all sides you can be attacked in 360 degrees as opposed to 90 usually... unless someone can design a map where all the teams start away from the edges then ill stick to my guns...
obviously im not talking about all maps doing this.. just those designed to.
and besides it worked wonders in poplous and settlers II
oh yeh and i run spring without a problem (except from wireless which buggers up once in a while) on a 4 year old midrange laptop that is out of production now with no enhancement to when it was first made (except replacing the bits ive broken) so i cant see any problem... also as maps would seem smaller (both players must start 1/4 way up the map) there would in theory be less lag as there would be less units =]
The demo features a small world where you can fly around and shoot at the scenery. The interesting part is that they show what voxels can do. Real time deformation/destruction.
What this means is that you can dynamically shoot holes in the materials.
The downside of low resolution voxel graphics is also wery apparant. It gets whery blocky once you soom in to close. Just like normal 2d graphics the only solution is to raise the resolutin. (use smaller voxels)
Last edited by Doxs on 03 Mar 2006, 21:29, edited 1 time in total.
omfg, i have nevers een people go so bazarre over such a simple thing todo.
First off, a map the size of altored divide or brazillian battlefields is not gonna go with a spherical world, you need large maps, at least 25x25.
Secondly, the current map format isnt one to be used for this, preferably a variant of zaphods new renderrer.
Thirdly You're all overcomplicating this by huge proportions
3D mesh worlds? mdoels? lmao, do you nto knwo how populous did their maps? the agme saw the map in the same way other games saw it, only that it had the property of co-ordinates rolling back on themselves so units fof on th west side appear on the east side and vice versa.
Sphere worlds for spring the easier way:
To gain a populous style sphere world map (single sphere only) Implement units going offmap reappearing on the opposite side.
Then, make it so that all the camera co-ordinates and the co-ordinates used to draw ingame are curved around the central point, giving the illusion of the terrain beign curved bakc on itself. This filter could be applied to the camera and any other routines, but all processing would be the same using the normal flattened map approach. All thats needed is an algorithm tod etermine the required radius and then filter the co-ordinates before they're displayed.
This would give the illusion of a populous III style planet map. Once that is all done the onus is on the map maker not to make the map too small and to make sure all the terrain joins at the seams perfectly with no nasty aesthetic problems. No 3d world models, no meshes, no nasty implementations of new map formats, just a simple tag addedd to a map saying it is spherical and maybe a few extra tags to help the engine.
Dox, what I'm saying is that if you just take a rectangular map and have a transferance system from the sides you don't get a spherical map, you get a dimention warp double cylinder. Civ uses a single cylinder, which works well enough, but really doens't represent a spherical that much better then a single rectangular plate does, a double dimention warp cylinder doesn't represent anything but a phyisics nightmare.
fully 3d mesh playing environments are far beyond the capabilities of the spring engine. Spring heavily relies on the X and Y cooridinants being locked for unit movement and trajectory physics.
it's obvious that many of you have never generated terrain lol.
for spherical design, you would need at least a 100 x 100 or it would look really weird.
Rendering that size is pretty much impossible, unless of course you have 62 gigs of ddr.
In terragen it would take prolly 2 weeks to render. in l3dt I'm sure at least 12 hours.
So for your idea we need randomly generated map terrain. This crap isn't as easy as you guys think. Ya it sounds cool, but a wragaround 25x25 spherical?? Are you insane? Road to war is 28 x 28. Can you image playing that spherically? Your eyes would pop out of your skull trying to do that.
Edge wrappi8ng is jsut a horrible idea. You think spring runs like crap now? Just wait. If you did that it would take practically a supercomputer to do all those calculations.
AF wrote:omfg, i have nevers een people go so bazarre over such a simple thing todo.
First off, a map the size of altored divide or brazillian battlefields is not gonna go with a spherical world, you need large maps, at least 25x25.
Secondly, the current map format isnt one to be used for this, preferably a variant of zaphods new renderrer.
Thirdly You're all overcomplicating this by huge proportions
3D mesh worlds? mdoels? lmao, do you nto knwo how populous did their maps? the agme saw the map in the same way other games saw it, only that it had the property of co-ordinates rolling back on themselves so units fof on th west side appear on the east side and vice versa.
Sphere worlds for spring the easier way:
To gain a populous style sphere world map (single sphere only) Implement units going offmap reappearing on the opposite side.
Then, make it so that all the camera co-ordinates and the co-ordinates used to draw ingame are curved around the central point, giving the illusion of the terrain beign curved bakc on itself. This filter could be applied to the camera and any other routines, but all processing would be the same using the normal flattened map approach. All thats needed is an algorithm tod etermine the required radius and then filter the co-ordinates before they're displayed.
This would give the illusion of a populous III style planet map. Once that is all done the onus is on the map maker not to make the map too small and to make sure all the terrain joins at the seams perfectly with no nasty aesthetic problems. No 3d world models, no meshes, no nasty implementations of new map formats, just a simple tag addedd to a map saying it is spherical and maybe a few extra tags to help the engine.
umm, you're kidding right? This isn't even remotely feaseable.
Forboding Angel wrote:it's obvious that many of you have never generated terrain lol.
for spherical design, you would need at least a 100 x 100 or it would look really weird.
Rendering that size is pretty much impossible, unless of course you have 62 gigs of ddr.
In terragen it would take prolly 2 weeks to render. in l3dt I'm sure at least 12 hours.
So for your idea we need randomly generated map terrain. This crap isn't as easy as you guys think. Ya it sounds cool, but a wragaround 25x25 spherical?? Are you insane? Road to war is 28 x 28. Can you image playing that spherically? Your eyes would pop out of your skull trying to do that.
Edge wrappi8ng is jsut a horrible idea. You think spring runs like crap now? Just wait. If you did that it would take practically a supercomputer to do all those calculations.
For a spherical design you'd have to compleatly redesign the way the grid works. A 100 by 100 grid wouldn't give you a sphere, you would need an entirely new way of handling your grid. Considering that the spring engine is basicly built entirely around grids we're talking a from the ground up rewrite to impliment proper spherical maps.
SwiftSpear wrote:Dox, what I'm saying is that if you just take a rectangular map and have a transferance system from the sides you don't get a spherical map, you get a dimention warp double cylinder. Civ uses a single cylinder, which works well enough, but really doens't represent a spherical that much better then a single rectangular plate does, a double dimention warp cylinder doesn't represent anything but a phyisics nightmare.
fully 3d mesh playing environments are far beyond the capabilities of the spring engine. Spring heavily relies on the X and Y cooridinants being locked for unit movement and trajectory physics.
You are absolutely correct, I dont disagree with you since my proposal was never to use the current spring maps. I also understand that implementing this with the current spring engine is wery difficult.
Dont forget to check out the voxel demos though, I love the deformable terrain
SwiftSpear wrote:Dox, what I'm saying is that if you just take a rectangular map and have a transferance system from the sides you don't get a spherical map, you get a dimention warp double cylinder. Civ uses a single cylinder, which works well enough, but really doens't represent a spherical that much better then a single rectangular plate does, a double dimention warp cylinder doesn't represent anything but a phyisics nightmare.
fully 3d mesh playing environments are far beyond the capabilities of the spring engine. Spring heavily relies on the X and Y cooridinants being locked for unit movement and trajectory physics.
Just so i dont laugh next time i read your post, an easier word for the 'dimention warp double cylinder' is a torus. 'Dimention warp double cylinder' sounds like something out of a cheap sci-fi movie...
i still fail to see why you all cling onto the whole we will need a bezillion x bezilion map... will you bollocks...
think about it if this works very siply what used to be a 10x10 map to be a round surface would have to be 20 x 20. simple no?
units bullets and all other effected things would have a small piece of code which would say.. when you go off the map x coordinate reapear at other end.. its a very simple 2D game trick used in planetary shooters and the like.
maps i take would have to be blended like tiles are... BUUT it would be hella lot easier as you could just make all the edges grass and noone would know... thats it.. then end. no more difficulties...
ok so have we established that its possible? yes?.... if no re-read this post.