#loading world map in unity
1 messages · Page 1 of 1 (latest)
Right, ideally though I'd like to have the whole world loaded and take a big picture of it from above - that's where LOD would help. The game is oldschool runescape if that helps you visualize
here it is in opengl, this is 20mb of vertex data and maybe 1% of the world
So what's the problem with it?
I want 100% of the world "loaded"
Ideally I would load all the game data which could take 5 minutes, pass all the vertex data to Unity, and unity deals with optimization
I have no clue what you want here tbh
If you want the whole world loaded, load it? What's the problem?
Okay, yea I'm kind of jumping the gun here. I should probably just try it first, maybe it will work. The reason I have doubts is when I loaded the whole map in opengl I would run out of VRAM trying to push all the vertex data the GPU
You have less than 2GB of VRAM?
just a shot in the dark - but why not just use the opengl implementation to take the image?
if all you're looking for is a nice clean image for an overhead map view - should work fine
Thanks, but was just an example. I'm building a map editing suite and just hit too many walls with opengl so I'm investigating Unity
both could do it fine, but it's likely you are going to have to implement ... optimization techniques
to smash them walls
Exactly haha, I don't know if I'm up for the challenge of implementing a lot of this stuff in opengl
So was hoping unity had it out of the box
Even my object picking implementation in opengl causes major slowdown and spent a few weeks on it
well, whatever your plan, there's no way you're going to reasonably hold the whole map in memory at once
gotta chunk it up, or store the map data in other ways
You could take pictures in sections and stitch them in paint, I've done that before on Rust to make a map
So then chunking would be fine, you just take pictures in the loaded areas
This makes sense. Ideally though you could zoom out until the whole map is visible, just with very reduced LOD. Then as you zoom in the detail restores without lagging. Although I now realize there's really no way for Unity to "store away" the LOD and bring it back - that's on me.
well, unity's terrain system has a LOD system built in, but designing one for a.. non terrain, is going to be a bit tricky
I'd base it off chunks
would likely be the simplest way
so each 'chunk' would be part of an LOD group Component, which would contain 3-4 different quality version of the chunk
Thanks, makes some sense. So as the camera moves closer to a chunk, the higher LOD version is pushed to the GPU
Oh LOD group components are part of unity, sick
yeah, that'd be the advantage over doing it in opengl - you'd either have to design a lod system, or find one on github, and shoehorn it in somehow 😛
but.. opengl is more lightweight in general - you'd need.. less optimization for the same performance result
but its defo possible in unity
just.. lod's might be.. the first step 😛