Hi guys,
I am working on a simple Mapeditor that can build Tilebased Maps.
A Tile has a Height for now and thats all.
A Tile is a Blender Model with a Material.
Example Map (5x5 Tiles)
(atm the top tile is grass, all below is dirt. Later it will be solved with textures on top and sides)
Now when I create a 100x100 Map I get quite some nasty performance.
I am quite afraid of performance drops when the tiles use Textures later on.
I believe it could be all those single dirt Geometries. Can I merge Geometries to a single Geometry and undo this when editing?
(sorry if my english is a little unprecise here)
Also does culling affect faces or total geometries?
hello,
A Tile is a Blender Model with a Material.
Tiles should not be objects.
you should use bloxel(voxel) engine to do that.
http://hub.jmonkeyengine.org/groups/free-announcements/forum/topic/simple-voxel-engine-starter-kit/
http://www.cs.sunysb.edu/vislab/wordpress/projects/volume/Papers/Voxel/index.html
http://code.google.com/p/bloxel/
Isnt Bloxel meant to build a map out of a heightmap?
It looked like it wasnt what I’m after if I want to modify the map tile-by-tile.
An office emergency is forcing me to leave my computer now…
I’ll post here again after I have taken a closer look, thanks for answer.
At first I was thinking of doing something like this, but then I realizied that even Warcraft3 maps are heightmap (or at least seems to be) and then I gave up on this, as the cost can be pretty big (implementing, creating, learning and using).
An office emergency is forcing me to leave my computer now…
wow... nvm.
Isnt Bloxel meant to build a map out of a heightmap?
nope, but it's similar, when you use one surface like it is in JME terrain.
bloxel make one big mesh that look like(but is not) created from boxes
voxel is more general concept, it don't need to be boxes.
understand that it show only surface. when you make your map from objects as tiles, you will have 100(or even more) times more faces
this is how voxel work:

Yeah, the key is that box worlds are not made from boxes. They are made from quads… but only the quads between solid and empty space… and they are batched into larger geometries.