I was studying the 3D makeup of Warcraft 3 maps, and it's fairly simple.. standard map size, is a 64x64 grid mesh, containing two polygons per grid square, or 8192 odd triangles. Now this hits me as strange first of all, as thats a lotta triangles to be drawing, but War3 DOES limit on-screen viewing (even in the map editor) up to a maximum of about a 30x30 viewing size (approx 1800 polys - still allowing plenty for character/scenery models, etc).
However, every square of that can contain a separate texture. Questions:
1. How can this kind of density be achieved in Blitz? Is using 4096 surfaces (one per square) on a mesh realistic? It doesn't sound it.
2. How much will this affect performance considering that only 900 of these surfaces are on-screen at a time?
3. Would splitting up the terrain into say, 64 meshes of 8x8 grid squares each (128 polys, 64 surfaces) be a more likely way to achieve a similar result? Would it save on processing power?
4. Another alternative - creating a massive image in memory and assigning the single image as the texture and dynamically changing/reassigning the texture to "emulate" an effect of each square having a different texture - possibility or insanity?
I'm still trying to get my head around some of this 3D stuff. I mean, playing with sprites having a few hundred on-screen seriously hampers performance, so surely having a few-hundred surfaces on-screen is gonna cause an even bigger performance hit. Any ideas/experience appreciated. :)
+BlackD
PS. Sorry for asking questions I know I could answer by playing around in Blitz for a while, but I'm not that good in 3D and it'd take me days of coding to find answers some folk here probably already know. :)
However, every square of that can contain a separate texture. Questions:
1. How can this kind of density be achieved in Blitz? Is using 4096 surfaces (one per square) on a mesh realistic? It doesn't sound it.
2. How much will this affect performance considering that only 900 of these surfaces are on-screen at a time?
3. Would splitting up the terrain into say, 64 meshes of 8x8 grid squares each (128 polys, 64 surfaces) be a more likely way to achieve a similar result? Would it save on processing power?
4. Another alternative - creating a massive image in memory and assigning the single image as the texture and dynamically changing/reassigning the texture to "emulate" an effect of each square having a different texture - possibility or insanity?
I'm still trying to get my head around some of this 3D stuff. I mean, playing with sprites having a few hundred on-screen seriously hampers performance, so surely having a few-hundred surfaces on-screen is gonna cause an even bigger performance hit. Any ideas/experience appreciated. :)
+BlackD
PS. Sorry for asking questions I know I could answer by playing around in Blitz for a while, but I'm not that good in 3D and it'd take me days of coding to find answers some folk here probably already know. :)