TreadMarks (the tank battle game from Longbow Digital Arts) has=
an
interesting solution to this -- an infinite terrain. As I recall,=
it
wraps after you get to one edge of the world. So you could, I
believe, keep driving in one direction and eventually wrap around=
again to the battle. I think their model is toroidal rather than=
spherical, but you might consider that instead of just falling=
off
the edge of the earth ("Here be dragons!").
Another possible solution in a flight game (where, I presume,
standing still isn't possible) is to have a force (wind) that=
pushes
you away from the world edges. It would be negligible near the=
middle
of the world, but get more and more powerful at the edges. If=
they're
always moving anyway, most people won't ever fly straight enough=
or
far enough towards an edge to ever notice.
=09Kent
--
Kent Quirk, ken...@co... on 04/07/2002
On Fri, 05 Apr 2002 04:32:11 -0600, Idahosa Edokpayi scribbled:
>I want to do a smallish flight combat game. Even though I only=
want
>a small game, I want big spaces, or at least the biggest space I=
can
>get using floating point variables. My reason is that I can't=
think
>of any good way to force players to not wander without breaking
>immersion; so I plan to give them the largest possible space I=
can
>and then just do something ugly when they reach the limit. I=
tried
>to search the archives unsuccessfully (how does that work=
again?
>GeoCrawler was unhelpful)
>
>Idahosa Edokpayi
>
>
>_______________________________________________=
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