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

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