I want to bounce an idea off the list and see if anyone thinks it's hair brained
or not.

I want to create a display environment with a lot of detail objects.  Like on
the order of 100,000 of them or more.  Trees specifically.  But instead of
being defined by ground material and the detail.vbsp file, they are defined by
a numerical/statistical model.  You give the numerical model code coordinates
of an area, and it hands you back a list of exactly what props are in the area,
and their coordinates.

So I'm looking at CDetailObjectSystem::LevelInitPreEntity() and I'm wondering if
I can just bypass loading the detail list that's in the bsp and instead generate
it at map-load via my numerical model.  For one thing, I can bypass the limit on
detail props in the bsp.  Theoretically I could even dynamically generate my
draw list as I moved around the map, rather than having one master list of
every prop always in memory.  I might have a million different detail props in
the map (if I used the model to calculate every single spot on the map), a
player never will see more than a tiny percentage of that.

By the way this is for a non-shooting, non-explosion mod idea.  It doesn't need
to do much more than let players wander around the virtual forest.

Thoughts?

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