Best way to manage huge mmorpg style worlds?
Posted: Thu Feb 24, 2005 4:31 pm
I thought that marking as 'static mesh' and applying an octree to it would do very well, but some other guy said this:
They're all a bit strange up there, no really good programmers, so I think this could be nonsense. What you?Well the terrain would be split into pieces, small pieces, you can have a single terrain mesh that is equal in size to an entire static zone, becuase the average consumers computer doesn't have the ability to load two huge areas like that into memory at once, which is what you would have to do when they are at the seams, so instead you have to split an area into smaller pieces, and go from there. I know for a fact that the ogre memory manager in versions < 1.0 doesnot have the ability to keep the memory correctly allocated while you move around, we ran into that issue on the last project i was working on. It will run fine for a little while, but the number of memory leaks are terrible, so unless they have refined the system alot, we would have to change it to work for us.