Hello
I am trying to find out what would be the best approache for using a (very) large map. This is for a plane game, and the user needs to be able to fly around with very little restrictions.
I have thought about a few approaches for this:
- Create a huge Map in Blender, export it, and hope the user won't see the end
- Create a less huge Map, and add some limitations within the game that makes it impossible for the player to see the edges (for example traffic control sending fighter jets to take you down like in GTA
- Use a seemless terrain 3D tile and repeat this as long as the user keeps going...
I know pretty much how to achieve 1 and 2, but not sure about 3. I thought I could have some basic tiles that I load in my game, and create them on demand with clone and place them in case they become visible. But this causes a few problems:
- Drop in FPS when cloning an object? When disposing it when it is no longer visible?
- Ability to place an object at runtime, accurately enough so that player does not see any space/overlap between the tiles
- More difficult it seems, detecting when a surface becomes visible and what type of terrain should be there (mountain, sea, shore?)
I would be quite interested to read if anyone has ideas on this, specially the third bit on detecting what a new object should be created and placed at runtime. Anything available in JPCT in map tiling? Does anyones have any good experience in this?
Thanks
Nicolas