Xbox LIVE Indie Games
community forums

Search Forums

Page 1 of 7 (70 posts) 1 2 3 4 5 Next > ... Last »
  • Re: Solving unpleasant limits of float precision in large world?

    Honestly, Kevin, I had seriously considered trying something involving 2D int arrays just before I saw your reply. It made sense because for my 2D games, I had a system of "tilechunks" that organized each tile position by its parent chunk. I realized a similar idea could be applied in 3D by having the array of "chunks" with ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 5/9/2012
  • Re: Solving unpleasant limits of float precision in large world?

    [quote user="Krome Studios"][quote user="BudGPstudios"]but I read an article explaining that a lot of double arithmetic can hurt performance quite seriously, as well as some systems even lack support for doubles. [/quote]Really?  On Windows Phone, doubles slightly out-perform singles.  What may have a slight hit on ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 5/4/2012
  • Re: Solving unpleasant limits of float precision in large world?

    [quote user="InfiniteInstant"]Create a Vector3 class that uses doubles instead of floats. .[/quote] I had considered trying that, but I read an article explaining that a lot of double arithmetic can hurt performance quite seriously, as well as some systems even lack support for doubles. They also don't necessarily solve the ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 5/4/2012
  • Re: Solving unpleasant limits of float precision in large world?

    [quote user="TXG1152"]Keep working at it.  I am sure you will get it with patience. I came across this guy's blog today and he has done some pretty amazing work.  It shows that even though you need to use floats you can have some pretty epic scale.[/quote] This is a very encouraging article, although he ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 5/3/2012
  • Re: Solving unpleasant limits of float precision in large world?

    [quote user="TXG1152"]A little more on the resources needed for a single map that size... just the ground mesh on its own, using VertexPositionColor (no normals for lighting or textures) on a 1ft resolution... You really do not want to try do this in a single map.  At least not at that scale.[/quote] Thanks for all the ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 5/3/2012
  • Solving unpleasant limits of float precision in large world?

    My game environment requires quite a large playing area. I use 1 foot per unit (1.0f = 1 foot), because it gives me the correct scale and camera precision for my artwork. Although 1 meter per unit is much more "physics math" ideal, it doesn't allow the camera to get quite as close to the artwork before clipping. My problem with ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 5/2/2012
  • Re: Large-scale Terrain Quadtree seams.

    Ah, thanks for getting back to me. I was worried nobody would, since the XNA forums have gotten rather lonely. I've been looking at multiple LOD terrain systems, most of which seem quite out of the scope of my project and are usually just a description of what it accomplishes without going into detail. The basic idea makes sense to me- ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 2/28/2012
  • Large-scale Terrain Quadtree seams.

    I've been having a lot of trouble with the borders of my terrain quadtree system. Each node has its own vertex/index buffer, and an array of vertices. Initially, the cells have 32x32 vertices, but because of a gap between cells (vert (0,0) starts at the cells cX and cY multiplied by 32 and the space between vertices, therefore vert(0,32) has ...
    Posted to Game Algorithms (Forum) by BudGPstudios on 2/24/2012
  • Re: Open-world style file streaming?

    Thanks I think that makes more sense than trying to keep it all in one file. I was going to have the terrain height/texture data separate anyways, so it would probably be smart to put the static entities alongside that.
    Posted to Game Algorithms (Forum) by BudGPstudios on 1/16/2012
  • Re: Open-world style file streaming?

    But I don't see most open-world style games shipping with worlds saved like that. I understand they could have placed those files into a large zip archive instead, but that is basically what my second solution would be.
    Posted to Game Algorithms (Forum) by BudGPstudios on 1/16/2012
Page 1 of 7 (70 posts) 1 2 3 4 5 Next > ... Last »
var gDomain='m.webtrends.com'; var gDcsId='dcschd84w10000w4lw9hcqmsz_8n3x'; var gTrackEvents=1; var gFpc='WT_FPC'; /*<\/scr"+"ipt>");} /*]]>*/
DCSIMG