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Unity3D: Dynamic Terrain Loading

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Uploaded by on Mar 3, 2010

I made this quick demo of my dynamic terrain component. It simply loads terrain data into a quadtree and then follows a target loading and unloading terrain as needed.

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Gaming

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Uploader Comments (trickyfishy)

  • 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 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.

  • 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 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.

  • 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 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.

Top Comments

  • Sweet!! *subbed*

    -TT

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All Comments (17)

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  • Similar to occlusion culling..

  • @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.

  • interesting, what sound track are you using here?

  • very impressive

  • 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.

  • Nice )))

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