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P-152: Virtual World Concept Update 159: Planet-sized Terrain: Part 38

by on Aug.21, 2016, under Astral Realms, P-0, Software Engines, Spiritus Astrum

I believe that I have now, finally, solved the issues that I was having with planetary distance scaling.

There were some additional performance issues that I needed to solve, and some logical issues that needed to be fixed, but the system now seems to work quite well.

The transitions between tiers will likely need some work, and Tier-2 may need additional subdivision within it as the player approaches the planet, but I think I have done enough for MS2.

I have also solved some problems relating to the correct scale of the planet given it’s distance and level of detail.

The next goal should be the last major goal of MS2. This is basically to put everything together by combining the 64-bit and 32-bit “spaces” and doing extensive testing to make sure that the “snapshots” that I am taking of 64-bit space are correctly mapping out the world. I will need to look at player movement in 32-bit space, and make sure that the user can actually adjust their world space distance (and the world snapshot) correctly. I will also need to move and scale the planet correctly based on the players combined world and local space position.

P152_DEBUG 19/08/2016 , 04:20:15 AM Torque 3D MIT - P152

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P152_DEBUG 19/08/2016 , 04:18:30 AM Torque 3D MIT - P152

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P152_DEBUG 18/08/2016 , 11:34:36 PM Torque 3D MIT - P152

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P152_DEBUG 19/08/2016 , 04:20:21 AM Torque 3D MIT - P152

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19/08/2016 , 04:20:21 AM
Torque 3D MIT – P152

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