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Scalability Issue #1

@razzraziel

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@razzraziel

Hey, first of all thank you for this clever solution for deforming terrains. Also you have another extra effect with particles, thats really impressive.

I used this and works great, well until it gets bigger. It works great when on max 10x10 sized planes/terrains but there is a scalebility issue. So a bigger plane/terrain than 10x scale (or a model with 100x100 gameworld size) camera area gets so small that it cant track smaller objects, like feet of characters. And even after 200x we cant detect them on camera render but only bigger objects.

I tried 2 solutions for this myself.

First I rearranged the cam position so it stays closer to player and follows the player everyframe underneath (This is also deform render area). But since it doesnt cover the whole area, camera script needs to render this image with a smaller one in comparison to tessellation image (zoomed area/whole area rate) and shaders also needs to follow player position and combine them instead of swapping.

I'm pretty new to shader coding so I couldn't manage to do this.

Second solution, i tried to swap to smaller terrains in relation with player position. Instead of one big 100x scaled terrain, 10x sized terrains to cover same area with same zoomed render camera. So when player moves away 50 from render cam, it moves to other new terrains' center and renders for its tessellation map. It worked but it is a lot of work since there will be tons of little terrains and we need to use their own maps etc.

So first solution is easier and optimal but as i said i couldn't manage to do. Is there any way or any ideas for this? Really need your help here because this project is great and i want to use.

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