anyone looking for something that works like this please just go to starscene software dot com, and they have a component that seamlessly attaches the terrains and through coding you can set the terrain neighbors... i am currently using this for my massive rpg title. i hate to see ppl beg for ppl to release software when there is more than enough substitutes.
@Aviticis What your selling and what I'm doing here are two entirely different things. This is loading and unloading terrain based on where the camera is at any time.
What your promoting simply modifies the height field of multiple terrain resources so that their seams match up, which is important for a technique like this to work and can be used with this. Just don't confuse people by saying its the same thing when its definitely not.
@trickyfishy I never stated that it was the same thing, I simply offered it as an alternative. It seems as though ppl are continuously pressuring you to release an undeveloped product. I figured it would be a relief to you to point them towards and alternative. I'm currently developing a quest / conversation engine for our game that I plan to release for free, but it was be very difficult for me to continuously see ppl request it.
I thought I could offer some relief and i apologize.
By the way, do you have an answer to a similar problematic : seamless transition between space and planet terrain (crossing planet atmosphere), this is for my scifi...
@clertem I could release the source but I haven't because Unity leaks memory when unloading terrains so its not a complete solution. After a while Unity will run out of RAM and crash. I haven't tried it on Unity 3.0 yet though.
Great video, I could really use this as I have a really large terrain and its starting to give me memory crashes. I been waiting patiently for your code but I may have to get more RAM soon.
Amazing job i was wondering about this, how are the performance increase as apposed to loading it all once, i notice that the maps arent allways outside the cameras clipping is that just stuff that you havent ironed out yet?
maybe if you made the area that gets loaded slightly larger it might stop this from happening, unless it doesnt happen when playing games at normal walking speeds
@sacredgeometry At walking (or running / flying) you will never see it loading because the speeds are much slower than I am demonstrating here. In this video I am literally dragging the camera around.
The problem with loading larger areas is that since they are larger, the download is also larger causing it to take longer but worse, you have to hold on to a lot of excess information in memory for terrain that probably wont be visited. It's all a trade off.
yeah i did notice :) awesome work. how does it look in game? do you have a blur on the cameras clipping plane so things at the edge of the clip kind of smooth together?
Yup I will share the source. I want to work out the last few bugs first. There is still a memory leak in there somewhere but I think it is a known bug in Unity and terrains. There are several forum posts on it but no official acknowledgement that I've seen.
Similar to occlusion culling..
Deagle243 8 months ago
anyone looking for something that works like this please just go to starscene software dot com, and they have a component that seamlessly attaches the terrains and through coding you can set the terrain neighbors... i am currently using this for my massive rpg title. i hate to see ppl beg for ppl to release software when there is more than enough substitutes.
-AV
Aviticis 1 year ago
@Aviticis What your selling and what I'm doing here are two entirely different things. This is loading and unloading terrain based on where the camera is at any time.
What your promoting simply modifies the height field of multiple terrain resources so that their seams match up, which is important for a technique like this to work and can be used with this. Just don't confuse people by saying its the same thing when its definitely not.
trickyfishy 1 year ago 3
@trickyfishy I never stated that it was the same thing, I simply offered it as an alternative. It seems as though ppl are continuously pressuring you to release an undeveloped product. I figured it would be a relief to you to point them towards and alternative. I'm currently developing a quest / conversation engine for our game that I plan to release for free, but it was be very difficult for me to continuously see ppl request it.
I thought I could offer some relief and i apologize.
Aviticis 1 year ago
interesting, what sound track are you using here?
kr34tur 1 year ago
very impressive
HackHunters 1 year ago
Superb !
Are you able to share your source today ?
By the way, do you have an answer to a similar problematic : seamless transition between space and planet terrain (crossing planet atmosphere), this is for my scifi...
I'm using Unity too.
Thanks !
clertem 1 year ago
@clertem I could release the source but I haven't because Unity leaks memory when unloading terrains so its not a complete solution. After a while Unity will run out of RAM and crash. I haven't tried it on Unity 3.0 yet though.
trickyfishy 1 year ago
Great video, I could really use this as I have a really large terrain and its starting to give me memory crashes. I been waiting patiently for your code but I may have to get more RAM soon.
dredawgz1 1 year ago
Nice )))
CrazyAshot 1 year ago
Amazing job i was wondering about this, how are the performance increase as apposed to loading it all once, i notice that the maps arent allways outside the cameras clipping is that just stuff that you havent ironed out yet?
maybe if you made the area that gets loaded slightly larger it might stop this from happening, unless it doesnt happen when playing games at normal walking speeds
peace
Brian
sacredgeometry 1 year ago
@sacredgeometry At walking (or running / flying) you will never see it loading because the speeds are much slower than I am demonstrating here. In this video I am literally dragging the camera around.
The problem with loading larger areas is that since they are larger, the download is also larger causing it to take longer but worse, you have to hold on to a lot of excess information in memory for terrain that probably wont be visited. It's all a trade off.
trickyfishy 1 year ago
yeah i did notice :) awesome work. how does it look in game? do you have a blur on the cameras clipping plane so things at the edge of the clip kind of smooth together?
sacredgeometry 1 year ago
or aare these areas just huge...sorry forgot to add that
sacredgeometry 1 year ago
Sweet!! *subbed*
-TT
TornadoTwins 2 years ago
THAT-IS-AWESOME!
Are you sharing the source? (Wink wink!)
-TT
TornadoTwins 2 years ago
Yup I will share the source. I want to work out the last few bugs first. There is still a memory leak in there somewhere but I think it is a known bug in Unity and terrains. There are several forum posts on it but no official acknowledgement that I've seen.
trickyfishy 2 years ago