Epoch of Entropy
27-06-2006 20:54:37
I'm hoping some of the people with a lot of experience with the PLSM and Ogre in general can help me here, as I'm new to this engine and platform.
After looking through the scene managers, the PLSM stands out because it allows arbitrarily large levels to be loaded. I do like the seamless worlds without loading screens, and wanted to take this concept into a detailed and large FPS game, that will most likely have multiplayer support.
Some Background:
There are four major types of areas in the game, broken down into Surface and Underground.
Surface Spacious: Regular surface areas you see in most games, with many wide open plains, rolling hills, etc. Vegetation will definitely play a factor.
Surface Urban: Sprawling urban complexes with numerous buildings that can be entered. Think Manhattan in size and approximate layout. The majority of gameplay will be outside of the buildings, but you will be able to move through these areas quickly, implicating that many small pages will be loaded/unloaded.
Underground Tunnels/Rooms: There will be many tunnels and rooms underground in certain areas of the game. Some man made, some like caves. Players will be able to move through these tunnels very quickly, or slowly depending on the circumstances.
Underground Cavernous: There will also be wide cavernous spaces that are similar to Surface Urban but differentiate in that they will probably be a mesh and no skydome will be used. These areas are meant to challenge a player's z-axis fighting abilties. This will have many swaps from areas that are rooms and halllways to areas where you overlook a wide view of the complex.
Questions:
-- Can the PLSM handle transitioning from Surface to Underground well, where the surface is mostly a heightmap, and the Underground is mostly a mesh?
-- How well will the PLSM handle a large mesh to page for the Underground areas?
-- How far can I draw opponents? If I can see a building, can opponents be on it? This seems more like a LOD issue, but it's worth bringing up if it can be answered quickly.
-- Will lighting, shaders, physics or sound be limited in any way by using the PLSM in either Surface or Underground areas?
-- By chance, can I have numerous "stacked" heightmaps? One for surface, and n for Underground? This may make certain Underground areas easier to achieve.
-- Are there any server-side issues I should be aware of if the game is run as a multiplayer platform?
-- Referring to the Surface Urban and Underground Tunnel, how well will the PLSM handle fast paging requests if the person is moving through an area that has numerous details at speed? Can I (or should I) load more or less detail depending on the velocity they are moving?
I'm sure there are more questions, but that's off the top of my head. I sincerly appreciate the help from those who have experience with the PLSM helping me go in the right direction, so I can potentially save a lot of time in the future.
Thanks guys!
.:: Epoch of Entropy
After looking through the scene managers, the PLSM stands out because it allows arbitrarily large levels to be loaded. I do like the seamless worlds without loading screens, and wanted to take this concept into a detailed and large FPS game, that will most likely have multiplayer support.
Some Background:
There are four major types of areas in the game, broken down into Surface and Underground.
Surface Spacious: Regular surface areas you see in most games, with many wide open plains, rolling hills, etc. Vegetation will definitely play a factor.
Surface Urban: Sprawling urban complexes with numerous buildings that can be entered. Think Manhattan in size and approximate layout. The majority of gameplay will be outside of the buildings, but you will be able to move through these areas quickly, implicating that many small pages will be loaded/unloaded.
Underground Tunnels/Rooms: There will be many tunnels and rooms underground in certain areas of the game. Some man made, some like caves. Players will be able to move through these tunnels very quickly, or slowly depending on the circumstances.
Underground Cavernous: There will also be wide cavernous spaces that are similar to Surface Urban but differentiate in that they will probably be a mesh and no skydome will be used. These areas are meant to challenge a player's z-axis fighting abilties. This will have many swaps from areas that are rooms and halllways to areas where you overlook a wide view of the complex.
Questions:
-- Can the PLSM handle transitioning from Surface to Underground well, where the surface is mostly a heightmap, and the Underground is mostly a mesh?
-- How well will the PLSM handle a large mesh to page for the Underground areas?
-- How far can I draw opponents? If I can see a building, can opponents be on it? This seems more like a LOD issue, but it's worth bringing up if it can be answered quickly.
-- Will lighting, shaders, physics or sound be limited in any way by using the PLSM in either Surface or Underground areas?
-- By chance, can I have numerous "stacked" heightmaps? One for surface, and n for Underground? This may make certain Underground areas easier to achieve.
-- Are there any server-side issues I should be aware of if the game is run as a multiplayer platform?
-- Referring to the Surface Urban and Underground Tunnel, how well will the PLSM handle fast paging requests if the person is moving through an area that has numerous details at speed? Can I (or should I) load more or less detail depending on the velocity they are moving?
I'm sure there are more questions, but that's off the top of my head. I sincerly appreciate the help from those who have experience with the PLSM helping me go in the right direction, so I can potentially save a lot of time in the future.
Thanks guys!
.:: Epoch of Entropy