Been testing with the biome system in Q-hack.
Triggers select which biome to use, and pick random chunks.
These: Moddb.com form the landscape. They get different textures and rotation angles when they appear.
Each chunk is loaded by a func_maphack entity. Thus I call them hacks.
The system can build a semi-random terrain set.
Some things I still have to work out is how buildings will interact with the land forms (seen here in the shub sample cave box) and reducing the number of func_maphack entities.
The engine limit is 32768 ents. Most of my tests go below 10 fps when more than 5000 ents are present.
I have an engine cvar "sv_hide". That causes far away func_maphack to be hidden and send no network updates. This sort of works, but - the 32768 limit still stands.
I'll post more demo images of this in the next couple days.
Been testing with the biome system in Q-hack.
Triggers select which biome to use, and pick random chunks.
These: Moddb.com form the landscape. They get different textures and rotation angles when they appear.
Each chunk is loaded by a func_maphack entity. Thus I call them hacks.
The system can build a semi-random terrain set.
Some things I still have to work out is how buildings will interact with the land forms (seen here in the shub sample cave box) and reducing the number of func_maphack entities.
The engine limit is 32768 ents. Most of my tests go below 10 fps when more than 5000 ents are present.
I have an engine cvar "sv_hide". That causes far away func_maphack to be hidden and send no network updates. This sort of works, but - the 32768 limit still stands.
I'll post more demo images of this in the next couple days.