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DarkBASIC Discussion / Seamless matrix

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mrmy1st
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Posted: 18th Feb 2009 12:31
ive had darkbasic for a while , wouldnt say i was any good but anyway does anyone know a way to create a seamless matrix like in grand theft auto and saints row?
Caleb1994
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Posted: 18th Feb 2009 17:33 Edited at: 18th Feb 2009 17:39
not exactly sure what you mean here.

do you mean making a map FOR GTA or saints row or do you mean making a map LIKE gta or saints row? lol i'm confused


either way matrices arnt the way to go a model is your best bet for either.
BN2 Productions
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Posted: 18th Feb 2009 17:41
By seamless I assume you mean a really large one that goes on for almost infinity.

For the most part, they don't USE matrices. They just use either:

1) REALLY BIG 3D models that are sectioned off (to keep resources used to a minimum) and load the appropriate one at convenient times or...

2) Procedurally generated city, in which the program can actually generate the city in a real time fashion.

Both of these are possible in DarkBASIC. However if you WANT a seamless matrix, there are methods.

Instead of moving an object on the matrix, you can use the SHIFT MATRIX command to "move" the matrix under the person. You will need some math though, because you can only move it one square at a time, so you need to move the matrix (I guess the player could be used too) slowly until you hit one square's length, then position it back to where it started, and shift the matrix.

Here is a program I made for the challenge thread a while back. I have offset the relevant section with Comments of long lines of ----------


Hope this helps!

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
arbiter chewbacca hybrid
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Posted: 18th Feb 2009 18:44
A map like in Spider man 2 and 3 thats never ends
A free roaming world
BN2 Productions
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Posted: 18th Feb 2009 19:40
The goal then would probably be Procedural generation. That would allow for an infinite world.

Most free roaming games that have come out recently have boundaries, they just hide them well. For instance, the boundary can be just past an impassible mountain range, across an uncrossable river, or just past a heavily defended enemy encampment complete with sentry turrets, a couple invincible enemies and tanks/anti air.

I can't help too much with procedural generation, because while I understand it, it is a difficult thing to do.

If you want to know of a game that will be using it, look into Star Trek Online. They will be using a procedurally generated universe, so you can explore infinitely.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
NanoGamez guy
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Posted: 21st Feb 2009 10:14 Edited at: 21st Feb 2009 10:16
It depends on what you what to do. If you want a hilly/ mountainous world, that can easily be generated in a number of ways. A city can probably be created using some kind of a grid and joining random bits together to make buildings.


"There is no charge for awesomeness" - The Kung Fu Panda
Monk
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Posted: 21st Feb 2009 12:31
Quote: "I can't help too much with procedural generation, because while I understand it, it is a difficult thing to do"


Would you be able to give a quick explanation of the basics?

BN2 Productions
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Posted: 21st Feb 2009 21:18
It is kind of like making the computer do the work for you. It is a method of generating content "on the fly", that is, it isn't made until the player reaches the point where it should be. The difference between random and procedural generation is that it follows a procedure (hence the name) so it will return the same results every time.

Here is an example for an endless city:

The building size is determined by its position along the street and other buildings around it. A building is then extruded from the ground and textured as the player moves within sight of it. So the player can't tell that it isn't made in advance, but it will go on for infinity.

Does this make sense?

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Monk
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Posted: 21st Feb 2009 23:20
Yep cheers!!

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