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<octree binfile="\media\DotScene\level.bin">
<octsharedgeometry />
<octnode px="0" py="0" pz="0" width="-1.3107e+006" height="-1.3107e+006" depth="-1.3107e+006" />
</octree>Code: Select all
<octree binfile="\media\DotScene\level.bin">
<octsharedgeometry />
<octnode px="0" py="0" pz="0" width="-1.3107e+006" height="-1.3107e+006" depth="-1.3107e+006" />
</octree>
At the risk of forum creep, maybe an official ogreaddons subforum is appropriate? That way, most of the stuff regarding various addons can be contained there without cluttering the engine's forums.sinbad wrote:Bear in mind everything in ogreaddons is community developed and is not officially supported. I'm afraid I don't use DotSceneOctree so can't add anything to this, maybe someone who does will reply.



Hi,Mdobele wrote:The dot scene is an excellent format and has proven to be a winner atm in my production. The fact that the number of people using it seems to be really low surprises me.
How else are ppl creating and managing their game worlds?
This is my level creation pipeline :
1 ) Artists create entire game world in 3DSMax 6
Max Render
2 ) As long as the artists stick to the correct naming conventions when i load the .scene file in my engine when it parses the file it checks those naming conventions and will do the following things :
Create Ode Tri Mesh Physics for the ground sections.
Create Moveable and Static ODE Physics for any level objects.
Create Lights
Create Cameras
My levels also contain nodes ( positional spheres in max ) and i use those nodes data for things like.
Camera Animation Points.
Setting up checkpoints in my level.
A.I nodes for my A.I pathfinding.
And all of this is done simply by loading in a .scene file. The really beautifull thing is that the engine no longer cares what level it loads, as long as the naming convention is adheared to it will do the rest. This now means we can allow outside people to create levels and the engine will do the rest automatically. No more code.... YAY.
The other benifit is because each piece is a seperate object we can use OGRE's great little octree to keep our framerates up.
In Engine
So basically my question is how else do people create and manage their in game worlds? Is everyone using BSP's or simply doing simple terrain with heightmaps and then hardcoding the positions of each world object??

Is there any specific information or demo where can I look up how to accomplish this please anyone?Mdobele wrote:The other benifit is because each piece is a seperate object we can use OGRE's great little octree to keep our framerates up.