But there are all kinds of tricky solutions.you don't need to load all the level at ones . You can load invisible areas later for example .
Sent from my iPhone On Feb 18, 2011, at 3:18 PM, John Wilson <[email protected]> wrote: > Hi, > > I think you are going to have to wair for Molehill. You can build > quite large environments using the BSP Tree facility, but there is a > limit to what you can achieve. Take a look at two I made at > http://john-wilson.110mb.com/in_the_city.html and > http://john-wilson.110mb.com/walford.html > > I believe the second example is about as big as you can get at > present. To process it using preFab I had to replace all the images > with tiny GIFs, then replace those with the real images at runtime. > However, even with Molehill one will have the problem of loading all > the image textures needed for a really big environment. > > Regards, > > John Wilson > > On Feb 18, 12:58 pm, Rick Schmitty <[email protected]> wrote: >> Is is possible to create a world like MMO games where you can move >> around an enormous map but only objects in your view distance are >> rendered? >> >> For a relative size from the Away3d showcasehttp://www.bandit3.com/ >> looks like it is about 4 blocks total. Would it be possible to create >> a city with thousand and thousands of blocks? Think something like >> Grand Theft Auto >> >> Another for example would be the Molehill preview >> videohttp://www.youtube.com/watch?v=s0Nu1OaBXa8&feature=player_embedded >> Now pretend you have an avatar that is walking along the ground, and >> you could have him walk for over and hour and still not reach the end >> of the world
