Depending on the size of the island that would probably mean a lot of meshes or ugly giant ones though. It could work if you use a terrain for the top part of the island, and some rock / mountain meshes to cover up the bottom and the sides of the island. It would just be a floating square with mountains on it, and I think the terrain would be invisible when watched from "the wrong angle" below. on the Unity standard terrain, which would not look very good if you place one of those in the sky alone. The game is an isometric game, so the 128 x 128 streaming are sufficient for me, but it could be that you need a different terrain size and / or LODs for a FPS game where you can see more in the distance.Ĭlick to expand.Gaia performs all its operations to create mountains, place trees etc. It works well in so far as that I have created the height data for all of these terrains, and had them textured with Gaia, and it works that you can wander from one end to the terrain to the other while the world is being loaded in and out dynamically. It is 11 x 11 of these 1024 terrains, so 121 of those. ![]() The key point is that once you decide to split up the terrain for streaming you got to think through what other parts of your game will be affected by the terrain streaming as well, I was far too naive in that regard
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