Product Chat / Editor GameGuru infinite ?

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Devcore35
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Posted: 26th Jun 2015 09:32
Hello,

I would like to know if there were any new developments regarding the size of the maps in the GameGuru editor.
Indeed Lee had heard that when GameGuru will be better optimized and that will be stable there would possibilitée the maps by the GameGuru publisher would be "infinite".
This would also create giant games without loading as an RPG, etc.

Thank you in advance if you have news about that option

Good day to all!

DevCore
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DVader
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Posted: 26th Jun 2015 13:46
It was touted as a possiblility, but I wouldn't expect anything for some considerable time. There's plenty to be done before you could say GG is fully optinised. As TGC plan to add several games types to be possible I am thinking the map size will be way down the list.

In general I am happy enough with the map size. It would be nice to have a few more skyboxes that perhaps make a beach scene more authentic though, as the water can look a little fake around the edges of the map.


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kehagiat
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Posted: 27th Jun 2015 04:35
How about going the other way? In other words having the option of a smaller map. This must be easy to code and it should give some improvement in FPS.
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Corno_1
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Posted: 27th Jun 2015 11:31
Quote: "This must be easy to code and it should give some improvement in FPS."

At the moment we have a big map we can not fill, so why talking about infinity. There is no infinity, with enough skill you can make it look like it and this is a standart way in game develpment.

Smaller maps does not mean fps improvements. also there is a slider map size where you can decrease the size.
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kehagiat
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Posted: 27th Jun 2015 16:23
Quote: "also there is a slider map size "

When running a blank map I hit TAB twice to get the graphics options sliders. There is one which says "terrain size". Is this the one you mean? When it is at 100, I see 229412 polygons; when at 0, I get 147492 polygons. FPS doesn't change and I cannot see any visible change in the terrain size.
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Pirate Myke
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Posted: 27th Jun 2015 17:13
These settings all do there little part, but the best bet is blocking each section from view by utilizing hills and valleys.

Terrain size is clipping the view from 100%seen to 0% seen, to cut the number of draw calls down.
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!nullptr
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Posted: 27th Jun 2015 23:26
Quote: "At the moment we have a big map we can not fill, so why talking about infinity. There is no infinity, with enough skill you can make it look like it and this is a standart way in game develpment."

2 answers to this imho.

I'm doing a survival simulator/game, Australian outback. Maps are 1/10th (or even less) of what I need.

But.... I'm trialing a technique that allows me to shuffle and "join" maps - at random - to simulate a much larger playing field that can change each time you play. The scary bit is the process appears to work and is easy to do so I'm half expecting something to catch me out.

tbh, the process is simpler because instead of sculpting a massive terrain, I can segment and test each section. Only thing I need is faster level loading so it appears almost seamless.

Footnote: Played a quick round of The Long Dark yesterday and the technique he appears to use is the same despite the possibility of much larger terrain in Unity so quite possibly done that way for the same management reasons.
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Devcore35
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Posted: 28th Jun 2015 22:11 Edited at: 28th Jun 2015 22:11
Hello,

Thank you all for your responses.
Indeed it is as simple to create various card and the joindres by several WinZone to create a to /.
If there is an effective method but requires to fully edit ANY 3D objects, textures land, etc.
It is the division of the size of the maps, eg you divide the size of the player, 3D objects, etc. by 10 and you get either a 1km² but maps of 10km².
But as GameGuru can not stand it for now worth more to stay on the first method: hang the map by WinZone ^^
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!nullptr
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Posted: 28th Jun 2015 23:01 Edited at: 28th Jun 2015 23:01
Raised a good point DC.

I always assumed each unit is 1 inch (due to the "British" pedigree) and if so the map has to be bigger than 1km? I remember going more than 1.5km from center when I did some tests a couple of months back. Maybe my maths and/or assumptions were wrong?

Do we have an official map size and unit size anywhere?
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Teabone
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Posted: 29th Jun 2015 03:10
The cell system in "The Creation Kit" is amazing. Its what really allows for infinite map size for fallout and skyrim. Each "map" would be a cell and each cell is stitched together creating an even larger map. Game Guru however has some performance issues that would prevent us from really filling up the map size we already have. I don't think we'll see a map increase anytime soon as there is still much more work to be done.
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