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How might I make the level move rather than the player?

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    How might I make the level move rather than the player?

    Okay - So for the most part, my current project is a simple 3rd person style game...

    But in part of the game you are on board a centrifuge settlement, in space - in a structure that looks like this...

    Click image for larger version

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    I am aware that I may need to model this in sections or whatever - and that is fine - But in order to preserve the illusion of gravity, when moving forwards or backwards, I need to move the actual level, the character should be able to move from side to side as normal - but the forward and backward movements would need to have the level move.

    Lets assume for now, that the whole thing is empty, and I just need the level to move around some pivot point above the player when moving forward or back, does anyone know how I might put that together?

    #2
    Rotating the level might not be the best solution for the following reasons:
    -You abandon all options for any static lighting.
    -A lot of recalculation would be neccessary on a per Tick base. Unless you aim at 2-4 fps, its not gonna work.

    I would create the whole geometry in sections, as you said. Make a flat and a curved version of each section.
    The player always walks on two flat sections. The curved versions of the sections behind and in front of those sections are streamed in. Once the player enters the second flat section, the curved section in fron of him changes to flat, the curved section behind him is streamed out and the now last section (former first flat one) changes to the curved version.

    Awkward to explain, but I think you get what I mean....

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      #3
      Originally posted by KVogler View Post
      Awkward to explain, but I think you get what I mean....
      I wish I did! It might help :P haha, Two flat sections?

      Comment


        #4
        I wish I did! It might help :P haha, Two flat sections?
        Ok.
        I wielded my incredible paint skillz and made a short diagram. The world is seen from the side and the player (P) walks horizontally across the map.
        The different colored sections are the world.

        Click image for larger version

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        So all sections exist in two version. In the beginning, section D is far away, so it shows the bent version.
        It is assumed the player just cannot see beyond section D upper end (too far away).
        Once the player approaches section D while walking through section C, at some point the curved section D would be swapped with the flat section D, and section A unloaded and section E streamed in its curved version.
        When the player come full circle, you just start streaming the first section in again...

        At the dimensions of this spacewheel, the sourroundings would appear locally flat to the player anyway. (No notable curvature within say 150 meters around the player).
        Last edited by KVogler; 02-10-2016, 10:22 PM.

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          #5
          This literally solves all of my problems. I love this, it will be so much easier than my idea.

          Thanks again!

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            #6
            Well put in in this way, do you remember Halo CE? Anyways when you're one the halo ring, you're not really moving around the ring, all it is just flat surfaces and the skybox for show.

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              #7
              It's pretty much the same as how you don't notice the earth rotating even though it's moving incredibly fast.

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                #8
                It's pretty much the same as how you don't notice the earth rotating even though it's moving incredibly fast.
                But that has to do with inertia
                The same way you dont "feel" a fast car/train/plane unless its accelerating.
                Luckily earth`s rotation does not fluctuate all too much

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