Ambiera ForumDiscussions, Help and Support. |
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I want to develop a game with open world. But if I will make a big terrain, my game will be ~5 fps. I'm thing, I need to load parts of terrain and objects, when they are near, but I'm don't know how to do it in coppercube. |
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Hello just_in_case (you asked me this before, lol). No, its not possible in CopperCube becuase Open World games use a thing called "culling", which is not rendering far away objects and not rendering anything you dont see on the screen. Many have tried to do this in CopperCube but its just not optimal. Niko will have to implement this himself |
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@XanimalkingX I didn't asked this, why would i ask such things.... I never asked this to you or anyone else.... I told you that am planning to create an open world game i didn't mentioned which game engine am going to use neither i asked if it is possible to create open world games in coppercube.... Even i had created so far so better clone of open world game gta vc... And got succeeded... So why would i ask such questions.... If you have known me, you would never have assumed this post if it was posted by me.... I don't ask questions on the forum am the type of guy who answers them.... For @anonymous so far it is possible to create open world games... But you have to deal with graphics and polygons... And the time to save your project can be as long as half an hour... Depends on how big your game is going to be.... Creating a descent game with graphics like liberty city or vice city is quite possible but it is physics engine which will make you feel pissed... As open world games uses great physics for vehicle handling.. And weopon shooting... I beleive that main thing to create a game is its resources if you are creating it in coppercube,you dont have to worry about writing huge lines of code. All things will be fine if you are good with logics.. I didn't have enough resources like 3d models, animations, sfx ,textures and all.... All i got was copyrighted rockstar's game ripped resources whic are fine if you are creating a game for yourself.... But you can't earn money with it... So you have to go with your own game resources... For the terrain... I won't suggest you to use inbuilt terrain editor to create it... Instead use blender or something else to create terrain and make it lowpoly... Then import it as.obj format in ccb... For @coppercube engine great physics should need to be introduced.. |
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My game will be not big. And how to disable rendering objects what I don't see on the screen? |
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Imitate field of view using fog and use lod... Then use on proximity behavior to show hide maps or buildings.... This is the only possible way right now... Using of proximity behavior with the camera....to show hide objects on screen... |
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Im terribly sorry just_in_case |
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No worries, its alright... maybe it is just because i told you that i was planing to create an open world game just a day before this guy posted this thread.... |
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why I cant show object after hiding? It just doesn't work |
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anonymous wrote: why I cant show object after hiding? It just doesn't work Maybe you are putting the "visible again" action on the same scene node which was previously invisible... When a scene node is changed to invisible, it's behaviours are disabled. So when you hide your scene node, it's behaviours are disabled and thus it can't show again. Try adding the "visible again" action on the root scene. |
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Bro you can you never tried you can just use land marks that are far away to carve out large sections of the map sive done it and it works |
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CopperCube is capable of rendering large landscapes; it is all a matter of scale and tile size. First, you need to determine exactly what you want to create, as "open world" can mean many things. Start with a simple plane. I prefer long draw distances—ideally without fog. Conserve polygons and use low-resolution textures for distant objects that the player cannot reach. In a space game, for instance, you can scale down objects as they move away from the player. This creates a sense of vastness without actual movement—much like in *Dune*: travel without movement. |
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To make an open world you have to either make an opening and pour some world into it, OR, make a world and then crack it open. Does it for me. happy happy radio, deodorant fork |
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Can weigh in some here; If you're using "On Proximity do something" set to "Leaves Radius" to make your node invisible; If the proximity check is attached to a node and that node becomes invisible, the proximity check also becomes invisible. It only works if visible is true. You use a plane object that controls the visibility of *an entire folder* instead. That way you can segment the world plane by plane, and the plane itself never becomes invisible so the proximity never fails. This is a super basic world cell system. But node visibility is the least of your problems. Once you've got an open world; actually fitting your game logic inside of the engine constraints is the real challenge. You can only have so many actions and behaviors at runtime, and if you want more then you have to write stuff yourself that executes less instructions. |
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You can change the Camera ZFar in options and have quite large terrains by importing a pre-prepared height map. I've done this with 10Kx10K terrains and the performance is very good with a low ZFar of 50000 on the carmera view. Other than that you would have to obtain the source code from the pro version and add some basic culling. Have a look at Robo's APIv2 on itch.io. |
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