I don't necessarily think that Source is the wrong engine.  There are a number
of paths I'm ready to follow to optimize things and I'm not too worried about
it's capacity to handle the setting.  And I've got 2 years to figure it out.

A couple of the things I'm currently doing or planning on are...

- The player has been scaled down, so the potential map size is now on the order
of a few kilometers across.
- There are no world brushes required, it's all displacement surface terrain
(which draws extremely efficiently).
- I've started creating a new system that is similar to the current detail
object system, but much more detailed in it's efforts to maintain good frame
rate, etc.
- Detail props are created by a new pass in the vbsp build phase which accesses
the database to get actual tree/forest/vegetation composition to determine what
to place where (not based on material/blend levels)
- At that time, various visualization optimizations can be pre-calculated.
- Rather than use a fixed maximum draw distance, the distance will change
dynamically based on the users location and what they are looking at.
- When in a dense forest stand, the maximum draw distance for trees can be
extremely short - you can't see very far.
- When in a sparse area with fewer trees, the draw distance goes up
(dynamically).
- Trees don't need to get drawn with much more than a locked sprite when at a
distance.
- ONLY when users decide to fly up high will the system be stressed, but even
then...
- Trees viewed from above can quickly be replaced with bump mapped material
views on the displacements using a new shader which varies what is drawn based
on user distance. Think blend textures where the blend value changes based on
how far away you are from it.  Up close, you get ground dirt texture, at a long
distance, you get green tree tops for example.
- Users won't typically go flying around like magic, but will instead use more
GIS-like overview map interface to pick points to move to, get data on, etc.
- Having the VGUI system available, a variety of pretty detailed user
interactions and GIS visualizations of the data behind the surrounding terrain
is possible.

But anyway, about that CZero content...

Quoting John Sheu <[EMAIL PROTECTED]>:

> It's also about using the right tools for the right job.  For the medical
> simulation, the Source engine is suitable.  For the forestry visualization,
> it is not.
>
> On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote:
> > Smell away, the point is to create a visualization system, not a
> multiplayer
> > frag fest :^)  Also there's no LOD nor any number of other optimizations
> going
> > on (yet).
> >
> > Also, smell the fact that it is a paying job to develop it over a 2 year
> period
> > (just started 2 months ago).  I'm trying to wave a sort of "over here!"
> flag
> > for some of you developers who want to go beyond just the amateur mod
> scene.
> > It's not just about entertainment.
>
> --
>                                 I
>             think                                poem
>    that              never               as                a
> I       shall    see        a     lovely      as     binary   tree
>
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