No loading/unloading, the terrain is completely in memory (doesn't cost much just hand full of MBytes ;)) but only the visible parts get drawn by the graphic card. Else way the graphic card stucks quickly while rendering a few million polygon terrain each frame ;)
You should implement polygonal LOD, where it decimates the polygons the further away the landscape is. You can do it with a quadtree structure, i'm doing it with my game engine's map editor to test it out.
when i see this, i must think at arizona ;)
Fortrillo 1 year ago
you can see how the program starts to lag when he goes over the entire scape
weewex 2 years ago
that would happen depending on your hardware. if u got a crappy PC, it's gonna lag. if u got an amazing pc, it'll run smooth.
TheFXGuy 2 years ago
whoa that's a lot of polygons
acheddar230 2 years ago
wollt ich auch grad sagen jungs
KyouJin82 2 years ago
Does this program come with XNa Games studio 2 ???
TheIcemanModdeler 3 years ago
what is the poly count?!?!! Such big poly count in real time is just amazing! I don't know how it goes smoothly like that but way to go :)
VEGETADTX 3 years ago
i have xna how do i go to make a map
sk8erboy55666 3 years ago
so presumably the load/unload as you see them?
(BTW - That's some sweet terrain!)
whothehellisthat 4 years ago
No loading/unloading, the terrain is completely in memory (doesn't cost much just hand full of MBytes ;)) but only the visible parts get drawn by the graphic card. Else way the graphic card stucks quickly while rendering a few million polygon terrain each frame ;)
Steckdose36 4 years ago
You should implement polygonal LOD, where it decimates the polygons the further away the landscape is. You can do it with a quadtree structure, i'm doing it with my game engine's map editor to test it out.
virtuastudios 3 years ago