{"id":3425,"date":"2016-08-14T00:40:17","date_gmt":"2016-08-13T23:40:17","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=3425"},"modified":"2016-08-14T00:42:37","modified_gmt":"2016-08-13T23:42:37","slug":"p-152-virtual-world-concept-update-153-planet-sized-terrain-part-32","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-153-planet-sized-terrain-part-32\/","title":{"rendered":"P-152: Virtual World Concept Update 153: Planet-sized Terrain: Part 32"},"content":{"rendered":"<p>The current goal is to find an efficient way to switch between the different distances that I am dealing with.<\/p>\n<p>I have made some progress in transitioning between high-detail rendering and low-detail rendering. I have achieved this by first assuming a &#8220;max view distance&#8221;, beyond which the planet is not rendered. This view distance is 100 million Kilometers, or, 100,000,000,000 meters.<\/p>\n<p>I have tried various techniques to subdivide the terrain within this distance, but the difficulty is that at these extreme ranges it is not really possibly to subdivide individual nodes, I would have to subdivide the entire planet, and this causes performance problems leading to infinite loops in some cases.<\/p>\n<p>I have also changed a lot of the variables in the spherical terrain distance code to &#8220;long long ints&#8221;, or, as Torque called them, &#8220;U64&#8221; for Unsigned int, 64 bit. This will give me plenty of precision.<\/p>\n<p>The solution I am working on now it to\u00a0use a small number (no more than 3-4) of low\u00a0resolution LOD&#8217;s\u00a0for very long distances. This should not be noticeable, since\u00a0the terrain will appear mostly as just a dot at these distances. I will then subdivide at closer distances using the current system.<\/p>\n<p>Once I have this solution working, I will need to fix the texture painter, and correctly scale the planet with respect to distance. I will also need to come up with some way to\u00a0test the various distances in code by simulating the players movement.<\/p>\n<figure id=\"attachment_3428\" aria-describedby=\"caption-attachment-3428\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_02-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3428\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_02-AM-300x192.jpg\" alt=\"P152_DEBUG 11\/08\/2016 , 01:01:02 AM Torque 3D MIT - P152\" width=\"300\" height=\"192\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_02-AM-300x192.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_02-AM-768x492.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_02-AM-1024x656.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_02-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3428\" class=\"wp-caption-text\">P152_DEBUG<br \/>11\/08\/2016 , 01:01:02 AM<br \/>Torque 3D MIT &#8211; P152<\/figcaption><\/figure>\n<figure id=\"attachment_3430\" aria-describedby=\"caption-attachment-3430\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_25-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3430\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_25-AM-300x192.jpg\" alt=\"P152_DEBUG 11\/08\/2016 , 01:01:25 AM Torque 3D MIT - P152 [SCM]actwin,0,0,1617,1008;\" width=\"300\" height=\"192\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_25-AM-300x192.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_25-AM-768x492.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_25-AM-1024x656.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_25-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3430\" class=\"wp-caption-text\">P152_DEBUG<br \/>11\/08\/2016 , 01:01:25 AM<br \/>Torque 3D MIT &#8211; P152<br \/>[SCM]actwin,0,0,1617,1008;<\/figcaption><\/figure>\n<figure id=\"attachment_3431\" aria-describedby=\"caption-attachment-3431\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_23-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3431\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_23-AM-300x192.jpg\" alt=\"P152_DEBUG 11\/08\/2016 , 01:01:23 AM Torque 3D MIT - P152\" width=\"300\" height=\"192\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_23-AM-300x192.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_23-AM-768x492.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_23-AM-1024x656.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_01_23-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3431\" class=\"wp-caption-text\">P152_DEBUG<br \/>11\/08\/2016 , 01:01:23 AM<br \/>Torque 3D MIT &#8211; P152<\/figcaption><\/figure>\n<p><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-10_08_2016-05_02_04-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3433\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-10_08_2016-05_02_04-AM-300x192.jpg\" alt=\"P152_DEBUG 10\/08\/2016 , 05:02:04 AM Torque 3D MIT - P152\" width=\"300\" height=\"192\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-10_08_2016-05_02_04-AM-300x192.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-10_08_2016-05_02_04-AM-768x492.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-10_08_2016-05_02_04-AM-1024x656.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-10_08_2016-05_02_04-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>P152_DEBUG<br \/>\n10\/08\/2016 , 05:02:04 AM<br \/>\nTorque 3D MIT &#8211; P152<\/p>\n<p><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_54_51-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3429\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_54_51-AM-300x192.jpg\" alt=\"P152_DEBUG 11\/08\/2016 , 01:54:51 AM Torque 3D MIT - P152\" width=\"300\" height=\"192\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_54_51-AM-300x192.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_54_51-AM-768x492.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_54_51-AM-1024x656.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_54_51-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>P152_DEBUG<br \/>\n11\/08\/2016 , 01:54:51 AM<br \/>\nTorque 3D MIT &#8211; P152<\/p>\n<figure id=\"attachment_3432\" aria-describedby=\"caption-attachment-3432\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_00_11-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3432\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_00_11-AM-300x192.jpg\" alt=\"P152_DEBUG 11\/08\/2016 , 01:00:11 AM Torque 3D MIT - P152\" width=\"300\" height=\"192\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_00_11-AM-300x192.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_00_11-AM-768x492.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_00_11-AM-1024x656.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/08\/PhoenixGameDevelopment-11_08_2016-01_00_11-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3432\" class=\"wp-caption-text\">P152_DEBUG<br \/>11\/08\/2016 , 01:00:11 AM<br \/>Torque 3D MIT &#8211; P152<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>The current goal is to find an efficient way to switch between the different distances that I am dealing with. I have made some progress in transitioning between high-detail rendering and low-detail rendering. I have achieved this by first assuming a &#8220;max view distance&#8221;, beyond which the planet is not rendered. This view distance is [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,10,11],"tags":[],"class_list":["post-3425","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3425"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=3425"}],"version-history":[{"count":4,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3425\/revisions"}],"predecessor-version":[{"id":3438,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3425\/revisions\/3438"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=3425"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=3425"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=3425"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}