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  3. Rhetorical question about game engine

Rhetorical question about game engine

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  • S Offline
    S Offline
    Super Lloyd
    wrote on last edited by
    #1

    Despite some personal interest I didn't spend much (and nearly enough) time playing with Crysis, Unity or Xenko engine. One question that came to my mind though.. As I was playing "Torment Tide of Numenera" pre release (made with Unity and very small map), they seam to all come with the concept of a rectangular map / level. And when you move out of it.. well you are loading the next one... Can be long.. (is painfully slow in Torment, like in those RPG of yore) So I wonder.. How come in, say, Skyrim, I can see the whole country (If I climb to the tallest mountain first though hey!) or / and in Fallout I can freely move about, never a loading screen! (well going in / out of town / house seem to trigger it) but I can still wander the wilderness for kilometers and spot things far ahead! How does that works? [EDIT] Well, yeah, I suspect They automatically generate a simplified world map for long distance vision and always have the 8 neighboring maps preloaded in the background for smooth transition... I just wondered if there is more to it.. Otherwise why did it take so long for this to be the norm?

    All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

    9 Kornfeld Eliyahu PeterK P J M 5 Replies Last reply
    0
    • S Super Lloyd

      Despite some personal interest I didn't spend much (and nearly enough) time playing with Crysis, Unity or Xenko engine. One question that came to my mind though.. As I was playing "Torment Tide of Numenera" pre release (made with Unity and very small map), they seam to all come with the concept of a rectangular map / level. And when you move out of it.. well you are loading the next one... Can be long.. (is painfully slow in Torment, like in those RPG of yore) So I wonder.. How come in, say, Skyrim, I can see the whole country (If I climb to the tallest mountain first though hey!) or / and in Fallout I can freely move about, never a loading screen! (well going in / out of town / house seem to trigger it) but I can still wander the wilderness for kilometers and spot things far ahead! How does that works? [EDIT] Well, yeah, I suspect They automatically generate a simplified world map for long distance vision and always have the 8 neighboring maps preloaded in the background for smooth transition... I just wondered if there is more to it.. Otherwise why did it take so long for this to be the norm?

      All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

      9 Offline
      9 Offline
      9082365
      wrote on last edited by
      #2

      Magic! Obviously!

      I am not a number. I am a ... no, wait!

      S 1 Reply Last reply
      0
      • S Super Lloyd

        Despite some personal interest I didn't spend much (and nearly enough) time playing with Crysis, Unity or Xenko engine. One question that came to my mind though.. As I was playing "Torment Tide of Numenera" pre release (made with Unity and very small map), they seam to all come with the concept of a rectangular map / level. And when you move out of it.. well you are loading the next one... Can be long.. (is painfully slow in Torment, like in those RPG of yore) So I wonder.. How come in, say, Skyrim, I can see the whole country (If I climb to the tallest mountain first though hey!) or / and in Fallout I can freely move about, never a loading screen! (well going in / out of town / house seem to trigger it) but I can still wander the wilderness for kilometers and spot things far ahead! How does that works? [EDIT] Well, yeah, I suspect They automatically generate a simplified world map for long distance vision and always have the 8 neighboring maps preloaded in the background for smooth transition... I just wondered if there is more to it.. Otherwise why did it take so long for this to be the norm?

        All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

        Kornfeld Eliyahu PeterK Offline
        Kornfeld Eliyahu PeterK Offline
        Kornfeld Eliyahu Peter
        wrote on last edited by
        #3

        There are different game maps: rectangular, circular (leaving the left side brings you back on the right), circular with dynamic links, generated...and the combination of these As for the loading - background loading is an old trick, I had games on C64 using it...

        Skipper: We'll fix it. Alex: Fix it? How you gonna fix this? Skipper: Grit, spit and a whole lotta duct tape.

        "It never ceases to amaze me that a spacecraft launched in 1977 can be fixed remotely from Earth." ― Brian Cox

        S 1 Reply Last reply
        0
        • 9 9082365

          Magic! Obviously!

          I am not a number. I am a ... no, wait!

          S Offline
          S Offline
          Super Lloyd
          wrote on last edited by
          #4

          Of course! So Simple! :laugh:

          All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

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          • Kornfeld Eliyahu PeterK Kornfeld Eliyahu Peter

            There are different game maps: rectangular, circular (leaving the left side brings you back on the right), circular with dynamic links, generated...and the combination of these As for the loading - background loading is an old trick, I had games on C64 using it...

            Skipper: We'll fix it. Alex: Fix it? How you gonna fix this? Skipper: Grit, spit and a whole lotta duct tape.

            S Offline
            S Offline
            Super Lloyd
            wrote on last edited by
            #5

            Well, yeah, I suspect They automatically generate a simplified world mad and always have the 8 neighboring maps preloaded in the background... I just wondered.. if there is more to it.. otherwise why did it take them so long for this to be the norm?

            All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

            Kornfeld Eliyahu PeterK 1 Reply Last reply
            0
            • S Super Lloyd

              Despite some personal interest I didn't spend much (and nearly enough) time playing with Crysis, Unity or Xenko engine. One question that came to my mind though.. As I was playing "Torment Tide of Numenera" pre release (made with Unity and very small map), they seam to all come with the concept of a rectangular map / level. And when you move out of it.. well you are loading the next one... Can be long.. (is painfully slow in Torment, like in those RPG of yore) So I wonder.. How come in, say, Skyrim, I can see the whole country (If I climb to the tallest mountain first though hey!) or / and in Fallout I can freely move about, never a loading screen! (well going in / out of town / house seem to trigger it) but I can still wander the wilderness for kilometers and spot things far ahead! How does that works? [EDIT] Well, yeah, I suspect They automatically generate a simplified world map for long distance vision and always have the 8 neighboring maps preloaded in the background for smooth transition... I just wondered if there is more to it.. Otherwise why did it take so long for this to be the norm?

              All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

              P Offline
              P Offline
              PIEBALDconsult
              wrote on last edited by
              #6

              It requires rolling a 6 , but with faster computers now, they can roll much more frequently than in days past, so you don't generally see as much delay.

              1 Reply Last reply
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              • S Super Lloyd

                Well, yeah, I suspect They automatically generate a simplified world mad and always have the 8 neighboring maps preloaded in the background... I just wondered.. if there is more to it.. otherwise why did it take them so long for this to be the norm?

                All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

                Kornfeld Eliyahu PeterK Offline
                Kornfeld Eliyahu PeterK Offline
                Kornfeld Eliyahu Peter
                wrote on last edited by
                #7

                There is no norm when you create a game (except to acceptable response time), all type of map creation has it advantages and disadvantages, and you should chose the best for you...

                Skipper: We'll fix it. Alex: Fix it? How you gonna fix this? Skipper: Grit, spit and a whole lotta duct tape.

                "It never ceases to amaze me that a spacecraft launched in 1977 can be fixed remotely from Earth." ― Brian Cox

                1 Reply Last reply
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                • S Super Lloyd

                  Despite some personal interest I didn't spend much (and nearly enough) time playing with Crysis, Unity or Xenko engine. One question that came to my mind though.. As I was playing "Torment Tide of Numenera" pre release (made with Unity and very small map), they seam to all come with the concept of a rectangular map / level. And when you move out of it.. well you are loading the next one... Can be long.. (is painfully slow in Torment, like in those RPG of yore) So I wonder.. How come in, say, Skyrim, I can see the whole country (If I climb to the tallest mountain first though hey!) or / and in Fallout I can freely move about, never a loading screen! (well going in / out of town / house seem to trigger it) but I can still wander the wilderness for kilometers and spot things far ahead! How does that works? [EDIT] Well, yeah, I suspect They automatically generate a simplified world map for long distance vision and always have the 8 neighboring maps preloaded in the background for smooth transition... I just wondered if there is more to it.. Otherwise why did it take so long for this to be the norm?

                  All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

                  J Offline
                  J Offline
                  jsc42
                  wrote on last edited by
                  #8

                  If the question is rhetorical, then why have people answered it?

                  S 1 Reply Last reply
                  0
                  • J jsc42

                    If the question is rhetorical, then why have people answered it?

                    S Offline
                    S Offline
                    Super Lloyd
                    wrote on last edited by
                    #9

                    Well, rhetorical it might be, but people still can have an opinion! ;P

                    All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

                    1 Reply Last reply
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                    • S Super Lloyd

                      Despite some personal interest I didn't spend much (and nearly enough) time playing with Crysis, Unity or Xenko engine. One question that came to my mind though.. As I was playing "Torment Tide of Numenera" pre release (made with Unity and very small map), they seam to all come with the concept of a rectangular map / level. And when you move out of it.. well you are loading the next one... Can be long.. (is painfully slow in Torment, like in those RPG of yore) So I wonder.. How come in, say, Skyrim, I can see the whole country (If I climb to the tallest mountain first though hey!) or / and in Fallout I can freely move about, never a loading screen! (well going in / out of town / house seem to trigger it) but I can still wander the wilderness for kilometers and spot things far ahead! How does that works? [EDIT] Well, yeah, I suspect They automatically generate a simplified world map for long distance vision and always have the 8 neighboring maps preloaded in the background for smooth transition... I just wondered if there is more to it.. Otherwise why did it take so long for this to be the norm?

                      All in one Menu-Ribbon Bar DirectX for WinRT/C# since 2013! Taking over the world since 1371!

                      M Offline
                      M Offline
                      molesworth
                      wrote on last edited by
                      #10

                      Well, I worked in games dev for many years, and as someone mentioned, there are loads of ways to approach this. The main concepts are "level of detail", which you kind of hinted at, and techniques like SOAR, projective grids etc. The Virtual Terrain Project[^] has loads of resources if you want to dig more into them. Another commonly used technique is predictive loading, i.e. trying to stay ahead of the player in loading the environment, but that applies more in enclosed environments, and isn't easy to do in large open one.

                      Days spent at sea are not deducted from one's alloted span - Phoenician proverb

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