Feature Creep / My NEED TO HAVE list

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SPARTAN 31337
16
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Joined: 23rd Jun 2007
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Posted: 10th Mar 2015 11:04
User configurable map scale (X/Y/Z)
Cursor sizing (i.e. 0.5m, 1m, 2m, 5m, 10m, 20m, 50m, 100m)
Screen Co-Ordinates (X/Y/Z)
Zoom in and out with PAGE UP/PAGE DOWN
Rotate arbitrary (set with option?) angle
New Level (Small / Medium / Large / Custom size)
Published API to create / edit terrain
Real-time handles to allow external access to engine i.e. in-play). Consider the scenario where a Dungeon Master can modify the terrain in real-time
Real-time lighting
Real-time water
Swimming underwater (i.e. with SCUBA gear)
Destructible terrain
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KeithC
Senior Moderator
18
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Joined: 27th Oct 2005
Location: 1x1x1 Cube
Posted: 10th Mar 2015 19:53
All great suggestions! I know the Team is always looking for improvements that the users are demanding. Lighting is being improved. Swimming is also on the to-do list. Keep the requests coming!
Intel Core i7-4820K CPU @ 3.70GHz, 16GB RAM, NVIDIA GeForce GTX 770
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SPARTAN 31337
16
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Joined: 23rd Jun 2007
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Posted: 12th Mar 2015 13:53
Honestly, without the scaling and larger maps, it's not usable for me.

When I said realtime lighting, I meant time of day, not simply shadows. Real time water should have been real time weather, including rain, snow and fire.
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Teabone
Forum Support
17
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Joined: 8th Jun 2006
Location: Earth
Posted: 12th Mar 2015 19:18
Why is it not usable? Have you managed to fill the entire map yet without suffering from any FPS issues?


I feel this one is absolutely needed (at the bottom of the editor):

Screen Co-Ordinates (X/Y/Z)
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
SPARTAN 31337
16
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Joined: 23rd Jun 2007
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Posted: 13th Mar 2015 12:08
Well, I have a particular map in mind. It is a real place, and it is essential for the digital version to have the same scale as the real one.

Basically, the maximum map size is not big enough to represent the area I want.

Using a really bad way (but the only one available to me), I got the M113 APC model and laid many of them on the map from left to right, until I knew where the approximate 50m mark was. I then drew a line vertically at that point from top of screen to bottom when viewing in 2D. I then repeated it until I had every 50 metre of map mapped out. I then did the same thing the other way, drawing my lines left to right.. Once done (and it took a LONG time), I then had a map with 50 metre square grid lines. That allowed me to compare the digital map with the real place, and that's when I knew wasn't going to work.

And this was way before I even looked at FPS issues.

Attached is the map I need to replicate.

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MooKai
GameGuru TGC Backer
14
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Joined: 22nd Jul 2009
Location: World
Posted: 13th Mar 2015 13:59
Looks like a map from Vietnam. The language on the map is Vietnamese. (If I am not totally wrong)
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Teabone
Forum Support
17
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Joined: 8th Jun 2006
Location: Earth
Posted: 14th Mar 2015 03:38
If Game Guru could implement something similar to cells then it would be able to basically have multiple maps connecting each other. However with many cells in a single worldspace youd need serious optimizing going on to make sure trees are LOD'ing properly and grass.
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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