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XNA Britonia RPG - Scale Test

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Uploaded by on May 24, 2009

I'd been playing with the quadtree depth and the LOD levels when I made this video (i realise the transitions of terrain LOD are really bad ...). The house is just a model I made in Blender, to try and give you an idea of just how big the game world is.

After losing sight of the houses when flying, it is actually really hard to find them again, even though I know the general location .. :)

for more information about the project, please visit http://www.britonia-game.com

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Gaming

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Uploader Comments (lintfordpickle)

  • How in the world could a player possibly explore that entire planet? It's huuuuuge!

  • I always thought it is better to play in a game world where you can't explore everthing then to play in one that is too small :)

  • Thank you for the articles! Just what I was looking for.

  • np dude.

    if you need any help or have a request for a specific article (related to britonia) then just drop me a line

  • Hey LintfordPickle, this is freaking amazing!!! I wish you nothing but the best for this project, and I'll like to add that your article on float precision has been extremely helpful for my project and I'll be forever greatful ;)

  • thanks, and its good to hear that someone found the articles useful :)

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All Comments (28)

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  • Can you tell me... is this a game you're working on? And if yes, then can you tell me what it is?

    It looks really interesting! :3

  • Too bad I never hear anything about this game anymore. The screenshots and videos look like it had a lot of potential. I do hope the project hasn't been stopped and if it has, that it won't be permanently stopped?

  • how long did it take you to design that game world?

  • Aaaw, I wanted to try this, but the site is down. :c

  • Looks cool. Do you have any physics in it yet? I'm working on almost the exact same thing but I've mainly been concentrating on the collision and gravity. My planet is only phong shaded a single color right now, however I can walk on the surface and it's a true face collision as opposed to colliding with the fractal function which tends to have issues. I'm going to do the shading next. I just ported it from DX9 to DX10 to make it easier to shade.

  • this is XNA? nice

  • any source code? :O i want to learn how to do this kind of game.

    just add AI and physics and you've god the best first person shooter in the world :O

  • seriously i allways wanted a game with a realistic world (i mean huge as the real earth) so that we don't know every inch of map... keep up the good work

    you're really into something here

  • do you still give replies ? :D I'm curently learning XNA / 3D modeling and some other things... I could use some help if u can and want!

  • oh god, this must be one amazing piece of code... :-)

    anyways, to the hugeness of the world... what's the point of having world this huge, if it's mostly empty (i don't mean it as snarking at current version, just pointing out how hard it will be to actually fill the world to make it huge AND interesting, otherwise nobody will bother with exploring it...)

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