Jump to content
The Dark Mod Forums

Beyond +/-65k world space ?


Recommended Posts

Hmmm...

"Grid size is 131,072 x 131,072 units x 131,072 (inches) or about 2 x 2 x 2 miles"

https://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etc

This wiki is a little out-of-date since @stgatilov removed the entity limit in 2.10 ...

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

You will run into problems with worldspawn geometry, since the engines are usually working with single-precision floats. You'll not be able to distinguish anymore from planes that are 0.5 units apart (which sounds ok, but for angled intersections and sealing geometry this might not cut it, literally).

(This question really is not so much about the editor, which is working with doubles to store geometry - even though the DR renderer is also operating on single precision floats - this provides a huge performance benefit over doubles).

  • Like 2
Link to comment
Share on other sites

I think the real efficient limit is about 10K.
Beyond that you risk getting physics/collision problems that will not be fixed, unfortunately.

On the other hand, if you want to set some kind of background stuff which does not use physics and is not involved in gameplay, you can try doing that. For example, Swing mission creates swinging background, which is pretty large: larger than 10K. And it works well.

Speaking of skybox, I have no idea why you want to put it that far.
Just find some unoccupied space in the void, create heavily minified version of skybox there, then use the engine skybox feature.

Link to comment
Share on other sites

6 minutes ago, stgatilov said:

Beyond that you risk getting physics/collision problems that will not be fixed, unfortunately.

Nah, it works fine (at least in Storm Engine 2, based off Doom 3 BFG). We did have to fix a bug where player would get stuck in the mesh terrain, but as far as physics go (vehicles for example) - never had any bugs.

7 minutes ago, stgatilov said:

Speaking of skybox, I have no idea why you want to put it that far.

Because my playable area is massive, probably 100k x 100k units. So naturally I want skybox geo (kinda like what they did in RAGE 1) to be outside and away from that area.

Link to comment
Share on other sites

Depending on what it is, a simple logical scale might be the easiest solution.  Make something at 0.125 scale and then scale it 8X to view it properly, possibly beyond the 65K bounds.  The opposite is also true, things can be smaller than tightest grid by simply scaling, you can literally have the size of a human hair, creating it 8X bigger and scaling 0.125, or more. Saves and loads fine.  Exporting is the issue, but it worked for me.

Maybe DR could do with an option to use a higher setting for precision and area with more decimals in the map file.

Link to comment
Share on other sites

I wonder if we are allocating too much of our precision to smaller scales? If we figure out the smallest asset size we might want to account for in polygons ( rings, coins, silverware ) then make anything more than 1.5x smaller merge polys with surrounding geometry or disappear,  we might gain another 3 or 4 bits of precision at the larger scales to grow those larger maps? This would might also solve things like invisible geometry slivers causing map bugs or invisible hair-line leaks. Easier said than done though...

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 4 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...