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Why can't their be no loading times in games?
Posted By: no7orious the 31337Date: 12/17/01 1:00 a.m.

Here is my little idea of rendering on the fly (with no load times) an entire world. You could use any number of implementations, and any different usable shapes, but for this example I am going to use hexagons. There will be the sector that you are in at the time, this area will be loaded in it's entirety into the ram:

~~~~______~~~~~~~
~~/~~~~~~~~\~~~~~ <-- this would be loaded in it's entirety.
~/~~~~~~~~~~\~~~~
/~~~~~~~~~~~~\~~~ when you are in the very middle of this
\~~~~~~~~~~~~/~~~ hexagon just this region is loaded.
~\~~~~~~~~~~/~~~~ with a certain amount of the adjacent
~~\~______~/~~~~~ also loaded.
~~~~~~~~~~~~~~~~~

going further north, it would look like this:

This would be loaded, so that if you are in a fight in that area, instead of hitting load bits (think load times in Halo) during a fight, the area loaded to memory would move with you.

You could also implement this for height. If someone gets in a vehicle and takes off, you would want more of the terrain loaded to memory. This would quickly kill this concept. So in addition to the dynamically loaded sectors, you would have terrain scaling. The depth of the textures would be scaled back along with their geometry. This would scale in relation to your height, allowing for the entire world to eventually be displayed if you exit the atmosphere. Your depth could be calculated in relation to the center of the planet. Thus no matter what area of the planet you find yourself on, it will still pan out correctly without any quirks.

You could (at least in the conceptual state) render an entire universe using this method. All you would need is an 31337 scaling engine and an 31337 data terrain/model swapping engine. If you could get those to work, then their aren't any other really big obstacles to this kind of an engine. (you would probably also have to do some tweaking to get indoor stuff to load right) I think the only thing that could conceivably break this method would be if you had two planets in a tight orbit, and you were between them. Of course that can't realistically happen, so I think it would work pretty well.

Also, you would have to restrict your ram usage, and allow some bandwidth for constant swapping. As you load one piece in, you toss one out to make room for it.

Any thoughts on this? I might have to make this a project of mine. Of course just making the scaling engine would tax my non-existent abilities. A continuing project throughout my education then...


Message Index




Replies:

Why can't their be no loading times in games?no7orious the 31337 12/17/01 1:00 a.m.
     blah! forum mangled my ascii!!!no7orious the dissappointed 12/17/01 1:09 a.m.
     Re: Why can't their be no loading times in games?PCDestroyer 12/17/01 9:08 a.m.
     Re: Why can't their be no loading times in games?Cunbelin Soffish Loremaster 12/17/01 10:48 a.m.
           Re: Why can't their be no loading times in games? *NM*Fatum.Celer 12/17/01 11:01 a.m.
           Re: Why can't their be no loading times in games?PCDestroyer 12/18/01 9:30 a.m.
     Continuously-Loading Gameworldsbutcher 12/17/01 11:41 a.m.
           Re: Continuously-Loading Gameworldsmnemesis 12/17/01 1:07 p.m.
                 Re: Continuously-Loading Gameworldsno7orious the prophesying 12/17/01 2:29 p.m.
           Re: Continuously-Loading GameworldsOhso 12/17/01 6:28 p.m.
                 Re: Continuously-Loading Gameworldsbutcher 12/17/01 6:59 p.m.
                       Re: Continuously-Loading GameworldsOhso 12/17/01 8:22 p.m.
                       Re: Continuously-Loading GameworldsImpact 12/17/01 10:05 p.m.
                             Re: Continuously-Loading GameworldsPsyrixx 12/18/01 1:35 a.m.
                                   Re: Continuously-Loading Gameworldsferrex 12/18/01 12:36 p.m.
                                         Re: Continuously-Loading Gameworldsno7orious 12/18/01 4:08 p.m.



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