You could, but cylindrical mapping on a sphere always creates pinching at the poles...
Little proof of life video... still battling with character movement:
Don't mind too much though, getting this stuff right will let people do all sorts of characters and vehicles on eden.
Ever wonder what you could achieve if you had 4 years, 400 staff, and 100 million funding... ???
Heh heh, I know I know... this current stuff (custom pawns / gravity) is a bit harder for me than the proc mesh stuff so it's going a bit slower sorry
On the up side, my brother has just chickened out of the satch gig in december, so there's not much point piling lots of hours practice into that anymore
More time for Eden I guess... (sigh)
Very nice project, many applications. Can't wait to see that one finished.
This is awesome work. Well done.
How are you finding movement across the dice boundaries ?
Are there any navigation issues ?
I am considering something like this for an MMO I had planned out.
Instead of using quads..and as you're using your own mapping anyway.
Why didnt you go triangulation and icosahedral instead of quads on a dice ?
I know its a whole order of magnitude more complex, but would it not help with distortion issues....or are they arbitrary with the way you have rigged it ?
No dramas moving between the different panels in the cube, as the players position is based on latitude and longitude.
I did try icosahedral stuff at the start but didn't have much luck getting my head around understanding or implementing it.
I posted on something else asking if it was like this.
Would you be able to have a satellite obit, or a moon, other planets with their own orbit, based on an angle so they are only in the 'world' when they orbit in the right position (so they save memory and outrageous world limits)???
Hey there nolea94,
Sure, although with the lod system in Eden, at that distance they would only be a couple of hundred polys and use hardly any memory.
What a nice Project! This will be an incredible tool, congrats and thanks for sharing!
Yeesh, two and a half months since I posted last...
I'll just leave these here then eh?
This looks really cool
I've been looking for months online for a tutorial on planet sized landscape like yours without much success. I was leaning towards a voxel implementation but would gladly buy your implementation in a heartbeat! Any chance of a market link?
Yah, HeadClot is correct, I still have quite a way to go before it will be usable sorry :\
Having said that, the galaxy stuff (above) is coming along nicely.
I'm currently working on the code that gives each star a random number of planets with a range of different properties (it's not actually as hard as it sounds).
Once that's sorted I can go back to sorting out some low level problems I've been having with the actual planet mesh.
(Specifically where and how to place it in the level, because this impacts the LOD system heavily).
Out of curiosity. Did you bypassed float point coordinates limitation, or you just scale everything down fit into the 20km across limit ?
No and sort of
To be more specific, I'm using world rebasing to keep the player and stuff close to them near the origin (to minimize float jitter in their transforms).
At a certain arbitrary (and distant) point, I'll start logarithmically scaling stuff down to fake distance without actually being that far away.
Interestingly, the engine already supports quite large distances (much larger than 20km) to the degree where I suspect they already have some sort of logarithmic scaling built in.
Which is cool because I only wanted to be doing the scaling thing with really large objects (i.e. planets) anyway.
For the planet meshes, I'm offsetting the mesh vertices so that pivot point is at the surface point nearest to the player (again to minimize float jitter).
That last bit is definitely the fiddliest bit which has held me up for most of this year, but it needs doing because I was getting a small but persistent jitter walking along the planet surface.
Last edited by ioFlow Studios; 03-05-2017 at 07:21 AM.
Ah thanks for explanation. I thought you used something different than Origin rebasing (doesn't work over network).
Last time I spend weekend trying to convert at least parts of engine to use doubles, but that's herculean task, if don't know engine inside-out.
Yah, I gave up on multiplayer a while back (collision authority was the killer for me).
You're a braver soul than me too if you're going to try and double up the engine
As for collision I early figured out that PhysX is not up to task for solar system scale collision and ther would be needed custom physisc engine for collisions (tracing etc), and PhysX could be used only for local simulation of non critical parts of game (means, only visual parts).