
It's also harder to visually convey the overlap and how far you might have to move something to get it to fit.

This requires a spacial subdivision structure to be fast. Placing objects now requires checking an arbitrary shape against everything else already placed. But with the grid gone, lots of things are more complicated. I'd like buildings and roads to placed in whatever natural way they end up being. I'd like farmed land to follow terrain and butt up against a river. Pathfinding was on a grid, placement of objects was on the grid, everything used the grid. Grids were great in Banished because it made lots of things simple. Instead of dealing with say visible objects in view, my current test scenes are dealing with So the renderer has to be changed to handle culling away and drawing 10 times the number of objects in the same amount of time as before.Īfter the camera change, the next change I thought wouldn't be so bad is arbitrary layout of buildings. The renderer also has to change to handle this. This also increases CPU load as 4 shadow maps are drawn instead of 1. Instead of a single shadow map based on what's visible, to draw to the horizon takes multiple shadow maps, various tricks for distant shadows, and more complex pixel shaders. I also have to draw to the horizon, ocean or mountains, the sky, the sun. And brings in other problems like objects disappearing or floating because the terrain is less detailed in the distance. Having LOD on the terrain makes texturing it and having decals on it harder.

Now with that simple change - looking up, and zooming farther out there's more work to do.Īll models need some of LOD to keep the triangle count down and keep highly detailed objects from aliasing in the distance. You also couldn't move around very quickly. The drawback was that you couldn't ever see the whole settlement once it got large.

I didn't have to have a fancy sky drawn, nothing had to be drawn past the mountains at the edge of the map. This was great for performance - it limited the number of objects drawn, and no graphics models needed simpler level of detail LOD versions. In Banished the camera always looked down, and the higher the camera got, the more the ability to look up was limited. The first thing I wanted to change from the previous game was the ability for the camera to look up toward the horizon. Introduction to federal income taxation in canada 38th editionĪs I've been working lately, I've been very aware that seemingly simple things I wanted to have in a new game have huge implications on the difficulty of making a game and engine.

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