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Socoder -> Off Topic -> World Of Play

Sun, 24 Mar 2013, 15:40
Mog
Thinking about designing a game based around a ’’world’’, i’m wondering if it would be stupid to- instead of using planes, to project a heightmap onto a sphere.... Since, you know, planets are spheres.

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I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene
Sun, 24 Mar 2013, 15:40
waroffice
look at you with your logic and sense!
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sounds good to me
Sun, 24 Mar 2013, 16:33
shroom_monk
I guess the limiting factor would be how large and how detailed you want your world to be. Would you be able to hold the whole thing in memory at once, or would you have to split it up and load only nearby sections of the world?

Still, if you could make it work, it would certainly be an interesting concept.

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A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Sun, 24 Mar 2013, 17:13
Jayenkai
Heck, if Driller on the Amstrad was made up of chunks of world, I'm sure you can manage something!!

A complete procedurally generated world that builds itself around the player. Mmmmm.....

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''Load, Next List!''
Sun, 24 Mar 2013, 20:34
Cower
Easy way to handle it optimally: use a geosphere, for each triangle of the geosphere, tesselate it as needed based on its visibility (smaller targets need fewer tessellations). Afterward, apply the heightmap to tesselated faces of the geosphere. You may also be able to independently determine the necessary tessellation of faces produced by earlier tessellation stages, just to be flexible.

Now, how you'll map the heightmap to the sphere could be problematic, but there's probably a simple way, like breaking it up into segments based on the faces of the minimum-resolution geosphere.
Mon, 25 Mar 2013, 01:45
Mog
Shroom: good point. I'd imagine it to be pretty detailed, considering the scale of what i'd want.

Cower: good notes! was planning on working out some kind of LOD tessellation- or perhaps just taking my "grid" system from my other tests and translating it somehow into a sphere.

I tried heightmapping to a sphere but it did pose some issues- mostly because I was just wrapping the heightmap onto the sphere and putting it down when it didn't look right and caused some seams.

Another issue I have is physics, considering most implementations are for "flat planes", though I guess i could change the gravity based on where the entity is, vectoring between their position and the position of the "planet", though i'm not too sure how i'd translate that to "North pole = 0,-1,0 gravity, South Pole 0,1,0 gravity-- but i haven't really given much thought into those mechanics quite yet.

-=-=-
I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene