Continuous World
Continuous World
Continuous World
Dungeon Siege
GDC 2003
Scott Bilas
scott@gaspowered.com
Cell Phones?
Overview
What
is Continuous World?
Concepts
Terrain
Game Objects
World Streamer
Odds and Ends
What
Scary
things too
(Fun) Demo!
3D
Map
Artists
Result:
Term
(Happy) Demo!
Conclusion:
for a while
Ended up with variation on portal engine
Evolved
There
is no world space!
Engine Mechanics
3D
Rendering
to avoid seams
Engine
Constructing Worlds
Maps
Allows
(Fading) Demo!
World Space
Ok,
Space
The
Space Walk
War Story
Arrows
process
Evicting Nodes
Frustum
Algorithm
Multiple Frustums
Originally
Implementation
Single
(Multi-Frustums) Demo!
Deciding
Eviction Strategies
Fluff removal
lodfi
Data reduction
Scidbits
Model/texture purging
Continuous Logic
Building
Not
Dependencies
Multiplayer
Each
State
delta transfer
Streamer Problems
CPU
performance
Continuous
performance
Thread Contention
Bad
Not
fully solved
Implementation
(Teleporter) Demo!
Pathological Cases
The Castle Ehb
Its
slow
Profiling
Lesson
reveals
learned
Pathological Cases
U-Shaped Terrain
Direction
of motion
through world matters!
Exposed extremely obscure bug
Lesson
learned
Hardware Problems
Setup
Exercise
Further Reading
GDC
Done!
Suggested Comments:
This is the (best/worst) talk Ive ever (been to/slept through)
<Insert name of speaker> changed my life forever.
I H4X0R YUO ALL!@!1!!
(He/she) didnt go into enough detail, and bored me to death.
(He/she) went into too much detail, and bored me to death.
Contact Info
Scott Bilas
scott@gaspowered.com
http://www.drizzle.com/~scottb/gdc
Paper is posted there currently
Slides will be posted sometime next week