Hi David,

1/ yes you can make a hudge terrain
rule 1 is of course the amount of polygons the engine needs to parse and draw per rendersession. if the terrain holds lots of polygons, it might be handy to split the terrain geometry to avoid long parsing.
you could then set the view.objectculling to true.
rule#2 is to make sure that the textures are close to 1/1 when display at max size on screen.

the fog filter and maxpoly filter can indeed help a lot.
The new depthmaterial is also adding lots of goodness

2/ yes you can make a skybox, but you also can use lathe to make only half hemisphere or cylindrical shape

3/ rule 1 and 2 are most important. try first apply them before work out in details and add code to correct eventuals problems but just remember that a good combo of geometry/texture often is the best option when it comes to performance.

4/ culling does certainly help

Fabrice


On Jul 14, 2009, at 12:05 PM, David Parks wrote:

Hi, I have a few for-starters questions. They should be quickies for folks with experience:

1) I would like to create a very large static terrain, I just want to know what other people would use for this approach. My thoughts are to create some kind of textured plane, and make sure to apply something that clips the far side polygons, like a fog filter. Just wondering if there are other techniques used here that I should investigate? Maybe I should create a smaller terrain and extend/ adjust as the action moves into those areas?

2) Creating a sky - I saw the nice technique used in the "heavens and earth" tutorial where they create a sphere around the game environment. Is this the common approach? What else should I look into if it's not.

3) Regarding performance, are there any guidelines regarding # of polygons, # of actors, etc on scene at any given time (based on a typical ~2ghz cpu for example)? Any documents out there that I should be aware of that would help?

4) Is it safe to add significant amounts of off screen geometry (assuming it's not so much as to cause memory issues), or does off- screen geometry also have some cost in terms of CPU?

I'm just looking for some general guidance to help direct me in my learning process.

Thanks!
David


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