Crystal Space
Welcome, Guest. Please login or register.
October 01, 2014, 06:02:08 am

Login with username, password and session length
Search:     Advanced search
9020 Posts in 2053 Topics by 8557 Members
Latest Member: Mstiopcarl03
* Home Help Search Login Register
  Show Posts
Pages: 1 [2]
16  Crystal Space Development / General Crystal Space Discussion / Re: Huge terrains possible? on: September 30, 2010, 09:34:18 pm
If I can work out how maps, regions, zones, sectors, cells and portals relate to each other, I think I may be able to come up with at least one way of doing this.

As a given world space coordinate can belong to more than one sector, I should be able to split the world into small enough pieces that floating point errors never become large enough to cause problems.

Are there any Windows binaries available so that I can test Crystal Space without having to compile the source and install dependencies?
17  Crystal Space Development / General Crystal Space Discussion / Huge terrains possible? on: September 29, 2010, 02:25:10 am
I am looking for a cross-platform game engine suitable for creating a first person RPG with a continuous playable area of over 65,000 square miles (168,350 square kilometres). In height map terms, that's probably around 131,072 pixels square.

It is my understanding that this would require terrain and object paging/streaming plus some sort of local/relative positioning system to avoid floating point inaccuracies.

Can Crystal Space currently handle terrains that large?
Pages: 1 [2]
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 1.733 seconds with 15 queries.