Re: [GD-General] spatial representation
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From: Kent Q. <ken...@co...> - 2002-04-07 15:23:14
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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 > > >_______________________________________________= Gamedevlists-general >mailing list Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-genera= l >Archives:= http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |