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loktar

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In Grassparty does it natively support the ability to dynamically create and destroy grass? I know I can dynamically create it but I cannot find anything to simply remove a chunk. Reason I ask is because my map is HUGE, and when I load the world up with grass it reserves a large chunk of memory for the system (Over 1gig) so I would rather have some simple check to see if the area should be grassy or not and if so dynamically load grass around you at a certain radius. By the way this grass system is amazing. Im loving the collisions and grass flattening gives a nice realistic touch to the games.
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Swampdonkey


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Hi, The structure of the system is grid based, meaning it loads in the entire grid then dynamically places and removes grass chunks as needed. 1gig of ram is quite alot of useage, i could only assume your talking about one HUGE world map. If thats the case i'd need to alter the code somewhat to allow dynamic grids to be loaded.. Basically you'd load more than one grid and it would shuffle them on or off based on position. There could be a slight pause/jump when the system goes to initialize a new grid in real-time. This is all in theory i'll have to play with it some to see whats possible. Sorry for the delay in replying, my system has been down for the past few days. Good to have it back to normal! :)
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loktar

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Swampdonkey said :
Hi, The structure of the system is grid based, meaning it loads in the entire grid then dynamically places and removes grass chunks as needed. 1gig of ram is quite alot of useage, i could only assume your talking about one HUGE world map. If thats the case i'd need to alter the code somewhat to allow dynamic grids to be loaded.. Basically you'd load more than one grid and it would shuffle them on or off based on position. There could be a slight pause/jump when the system goes to initialize a new grid in real-time. This is all in theory i'll have to play with it some to see whats possible. Sorry for the delay in replying, my system has been down for the past few days. Good to have it back to normal! :) Ah no big deal thanks for replying. Lol hope Im not being too much trouble I seem to be the only one posting issues lol. I know its not an issue however just not the way it was designed to act.Anyways my world is 3000x3000 Im making a more open ended game thats why the world is so huge. Ive though about turning it into smaller chunks actually. If its a ton of work dont worry about it, I was just wondering if there was a simple wa y to delete a single grass entity then I could delete them once they are a certain distance away.
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Swampdonkey


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Thats what i was thinking, a way to turn on and off grid numbers, this would allow ya to load numerous amounts of grids and assign grass entites via their 3d coords. Im right now trying to see if this can be implemented without a full re-write.. I'll get back to ya soon.
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Swampdonkey


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After further investigating this I've learned it will require some major overhauling. I plan on doing this in the next release but it'll take me a little bit to complete it as I have a project on the burner right now that I must get out ASAP. But i'll add this functionality soon enough. Sorry for the delay.
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loktar

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No problem, really appreciate you looking into it. Also looking forward to your suburb houses model pack ;) Good luck on the project!
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