AkathornGreyhat
22-07-2008 04:24:15
I've read that the paging scene manager is the best solution when you need to render large amounts of terrain, but it's not currently wrapped for python-ogre.
So my question is... Which are the alternatives?
I'm planning to make a game where I'll need to have a lot of different zones connected between each other (such as a moon or small planet) so the player can move with a vehicle through them without having to "stop" the game in any moment.
I don't know if I've explained well, I'm spanish and my english it's not perfect =)
Thanks in advance
Akathorn Greyhat
bharling
22-07-2008 11:24:11
I guess you've seen Infinity ?
http://www.infinity-universe.com/Infinity/
http://www.youtube.com/watch?v=DCzDKj3hjOE
its sounds like you're planning to do something like that, in which case no current ogre sceneManagers will help you unfortunately. I think you need to start thinking about making your own solution, although it won't be easy.
I did do a python port of the simple paging landscape sceneManager ( unfortunately it doesn't run as fast as the c++ version, but is open to optimization ). Its somewhere on these forums, hopefully that may help.
AkathornGreyhat
22-07-2008 16:22:11
I think I didn't explain it well
I want to split a big map into different zones, and I need a scene manager that could join them so the player can pass from one zone to the adjacent zones.
Anyway I'll look for that port, thanks =)
bharling
23-07-2008 10:28:01
ah right
well apparently the portal connected zone manager is part of the latest python orge release, but i'm not sure if anyone has got it working yet.
AkathornGreyhat
24-07-2008 16:49:03
Well, I think I'll try with ogreforests.
I've just seen that it have more features than I though, and some of them may help me =)
Anyway I'm still open to suggestions ^^
AkathornGreyhat
24-07-2008 20:54:06
Ouch!
Though that ogreforests could render terrain from heightmaps...
Still looking for a solution! ^^
bharling
25-07-2008 10:54:04
heres some code to get you started generating terrain in your game from scratch ( without using ogre's terrain managers or any others for that matter ). It uses libnoise to generate the heightmap, but you can easily customize it to pipe in a pre-defined heightmap instead ( all it is at the moment is a big long list of floats with the same dimensions as your desired terrain ).
http://wiki.python-ogre.org/index.php/CodeSnippets_NoiseTerrain
hope thats some help to you, its likely you'll only be interested in the LandTile class.
Also not sure what you mean about ogreforests not being able to render from a height file as this is what it does..
Have a look at demos/ogreforests/Demo_Forest_01.py about line 87..
Andy
AkathornGreyhat
25-08-2008 20:52:33
Also not sure what you mean about ogreforests not being able to render from a height file as this is what it does..
Have a look at demos/ogreforests/Demo_Forest_01.py about line 87..
Andy
I was asking about terrain, ogreforests uses the heighfield for generationg paged geometry, doesn't it?
For planet rendering look at the main forums. There is a big discussion going on about planet rendering.
The thing is that there is no finished solution for your problem yet.
But with the tips of the Ogre Experts in the main forum and Bahrling's code snippet, you should get an idea, how you can start to build your own solution.