Brutal wrote:Does this SM have that? I havent really looked into it too much, ive been wasting a bunch of time trying to figure out PCZSM, but if this would work fine that would be great. Having a SM thats developed by you would be much more preferred. My only worry is occluding geometry which I know PCZSM does, but im wondering if this does as well. Basically if an area cannot be seen, then its not rendered. Does this do that as well?
This new terrain isn't a scene manager, like sinbad said, it's just a world object, you can use it with whatever scene manager you like.
So for "if an area cannot be seen, then its not rendered", then you would load the octree scene manager as usual. Of course, you can use PCZSM with it too.
PCZSM works on the concept of portals and zones, so in terms of WoW-type worlds my guess is that it would work nice for indoor/outdoor transitions. The new terrain, as a world object, could be contained in the root zone, and you would load/unload the pages as you walk from/into a child node (portal). That's what I'm thinking about implementing myself, I hope this is what sinbad recommends for indoor/outdoor support pre-v2.0.
For outdoor-only seamless worlds, you don't really need PCZSM - simply use regular terrain paging, and implement your own visible object proximity, which is what I'm doing ATM.