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Posted

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This wiki is a little out-of-date since @stgatilov removed the entity limit in 2.10 ...

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Posted
2 minutes ago, nbohr1more said:

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

That's +/-65k :) I'd love to have more than that, simply to be able to place skybox geo outside of that.

Posted

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
Posted

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.

Posted
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.

Posted

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.

Posted

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...

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