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3 Dimensional Chat / Looking for ideas to speed up 3D universe

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3D Coding
17
Years of Service
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Joined: 15th Jan 2007
Location: My 3D Spaceship
Posted: 15th Jan 2007 08:57
This is to start a discussion on ways to speed up gameplay for space games.

One part of my game is player flies through a huge universe. Because they are in Hyperspace, all they can see is solarsytems as a bright light. Doing some tests, its obvious that putting 1,000 3D objects representing solar systems is going to slow the game down for low end users, especially since its going to be multiplayer and there will also be players zinging into view.

Some ideas I'm mulling over:

(1) Using the quadrant system like the games of yore. IE: you navigate from quadrant to quadrant in a flash. Each quadrant is its own room. Thus, you are not presenting all solar systems at once so the Frames Per Second can stay higher. I guess if player encounters border, he is auto transported "Hyperjump Activated!" or something similar. Drawback: Seems like it would take some of the continuity of flight out?

(2) Another idea is to create the player as a room unto themselves, and store the universe on a matrix. The players 'room' is tracked across the matrix and objects are added to his view accordingly. This sounds like a more fluid approach to space flight, but also (for me) more problematical coding wise.

Anyone have any ideas?
Zergei
19
Years of Service
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Joined: 9th Feb 2005
Location: Everywhere
Posted: 15th Jan 2007 11:12
Try the game called "Freelancer", it may give you some ideas about it.

Further on my stuff at...
Niels Henriksen
20
Years of Service
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Joined: 27th Sep 2004
Location: Behind you breathing heavely
Posted: 15th Jan 2007 17:52
I like no 1. Its like Eve Online and it sounds right becuase you cant travel from system to system on a short time.

You need to "space-jump" or "hyper-jump".

The way EVE has done is that you have space-portals inside the systems but you can travel from galaxy by hyperspace.

--
Niels Henriksen
Working on a RPG right now

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