piku wrote:
So is this one of those times where you make the player, and then scale the rest of the world around him so things look consistent? I've made landscapes before and they've looked huge, but when flown over seem about the size of a football pitch.
Dunno, this is the first time I've done any landscape generation.

Storage shouldn't really be a problem on modern systems unless you have *really* big (complex) landscapes. I imagine you'd have to be a bit more intelligent about rendering the terrain for larger maps; for the 257x257 grid in the picture I just draw it once and put it in an OpenGL display list and it's fine. I imagine for bigger maps it'd be a good idea to divide the ground into chunks and only draw the ones the player can see...
ODE has hash and quadtree spaces built in, so that simplifies collision detection.
piku wrote:
I'm going to play with Demeter and see if I can get some sort of landscape rendered. I want something huge with hills and valleys and stuff to explore - kind of early Flight Sim quality landscape that is massive, rather than highly detailed small stuff like in Crackdown. I'm going for the 16bit look as I quite like it (and it's less effort for my laptop's weedy Geforce 2 graphics card

)
Good call! It'd be really cool to see games that looked like they were running on a seriously souped up Atari/Amiga/Arch.
Saves on drawing all those textures too.
