Josh Posted April 19 Share Posted April 19 I am considering moving terrain back to work the way it did in Leadwerks, where it was always centered around the origin and did not respond to rotation or positioning. This would simplify vegetation system quite a lot because I can handle all coordinates in world space. Otherwise, you have to do a lot of transformations and it is hard to get things to line up correctly. I think it also makes a better experience in the editor. Movable terrains can be prone to accidental movements, and having them selectable degrades the performance because the outline effect is quite expensive since it requires rendering the object twice. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted April 19 Share Posted April 19 Wouldn't this break the idea of making sphereical worlds? Quote Link to comment Share on other sites More sharing options...
Josh Posted April 19 Author Share Posted April 19 How do terrains make a sphere anyways? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted April 19 Share Posted April 19 I recall you rotated six terrains to make a cube, then used a vertex callback to position all the vertices at a constant radius from the centre. Or has this changed? Quote Link to comment Share on other sites More sharing options...
Josh Posted April 19 Author Share Posted April 19 Yeah, but that will require an entirely separate terrain system, and it's not something important to worry about right now. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted April 19 Share Posted April 19 Oh okay. Quote Link to comment Share on other sites More sharing options...
Andy90 Posted April 19 Share Posted April 19 so its not possible to create an world out of multiple terrains ? Quote Link to comment Share on other sites More sharing options...
Josh Posted April 19 Author Share Posted April 19 Doing that would require two things. With really big worlds, you need a terrain system that recursively subdivides, because normal terrain LOD isn't big enough. With a normal terrain LOD system where the terrain is divided into patches, eventually you can zoom out so far that each patch is just one pixel big. So you need a different way of handling that. You also need a way to warp the terrain to a sphere, and have it affect physics, raycasting, culling, as well as the rendering. I plan on doing stuff like this in the future, but not with our standard terrain system. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 19 Author Share Posted April 19 This change would allow us to get vegetation working sooner, with fewer bugs and ongoing problems. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Andy90 Posted April 19 Share Posted April 19 It's your decision, of course, but I personally don't think it's contemporary that a scene can only have one terrain. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 19 Author Share Posted April 19 What matters is, what is best for us? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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