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Game Optimization
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Enter the missing letter in: "Internat?onal"
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[quote][b]DouweDabbe[/b] wrote: Variant 3 ======= Where those 4 chunks reside in 4 seperate scenes. Your actions and travels all take place at the middle of the terrain -> you dont have to worry about looking outside the scene. And all scene transitions take place somewhere indoors or where parts of the environment where copied to match the connection/transition into the other scene. When firmly landed in the new scene remove the old scene from memory. Variant 4 ======= Create a tileable heightmap texture. use that to create a smaller tileable endless environment. Mesh generation from heightmap may be inaccurate -> not perfectly tileble meshes, then hand correction in blender or sketchup neccesary. for example: Tile1 = forest/plain Tile2 = road East to West Tile3 = road North to South Tile4 = road East to West crossing road North to South These 4 must match in mesh placement and height and in texture colors to be perfectly (unnoticeable) tileable. The idea of using such large textures is for windows only. And may not work well as moving and transforming this texture ( rotating camera ) in memory may become a burden. Notice: Recommended minimum hardware: Double Xeon, 128 GB RAM ... succes[/quote]
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