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    Huge terrain design issues

    Hey, everyone.

    I'm having a bit of a dilemma regarding some design issues.

    I've got 410 miles of open (straight) road, with desert on each side, with the occasional rock and cactus here and there. Knowing it's a straight road, I've got a few ideas of how to do this.

    Procedural terrain
    This involves generating a 410x10 mile terrain with a few features on it. The road meshes would be laid on top, through instancing.

    Tiles
    I would model 10-15 tiles with the road and features, and then randomly place those tiles along the X axis.

    Pre-modeled terrain
    This would involve generating the terrain outside UDK - along with the roads - then importing it directly (kind of a long strech, as I'd reach 65k polys in no time).

    Now, the question is, which of these solutions are less time/resource-consuming and which are prone to optimization - or otherwise general - errors.
    If anyone has a better solution, I'd love to hear it.

    #2
    The maximal, fairly well working, world, is 20km^3, if you use half scale for all your actors. You can't go outside of it, and making smaller scale starts bugging physics. In standard scale you have a 10km^3 cube, where going outside of the 5km^3 in the middle, gives noticable performance issues.

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      #3
      Maybe instancing new terrain every ~ 2 miles, while trashing ~ 2 miles of traveled terrain?

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        #4
        Still, you can't go out of the 10x10x10 cube.

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          #5
          Well, the point of interest (in this case vehicle) is still. It's the terrain that's moving, essentially deleting and replacing itself.

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            #6
            Ah yea, this is possible, and is acctually used in endless runners. Also, don't make things much bigger than those 65k pollys. Actuallly this should be your maximum.

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              #7
              If the vehicle is still, you would have to model modular terrain and import them as staticmeshes. You'd have to convert them to interpactors and devise a system for them to move over time and disappear once they leave a certain distance. Depending on how varied these meshes are you may have to come up with a way to reintroduce any disappeared meshes if the vehicle goes in reverse.

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                #8
                I know. Well, it's good to know which direction I'm heading (pun intended). Thanks, Cube.

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                  #9
                  There are ways around the 65k poly limit but you're going to have to think outside the box. I use a certain method right now that allows me to get around that limit for my procedural maps.

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                    #10
                    Originally posted by Chicken+Ribs Combo View Post
                    If the vehicle is still, you would have to model modular terrain and import them as staticmeshes. You'd have to convert them to interpactors and devise a system for them to move over time and disappear once they leave a certain distance. Depending on how varied these meshes are you may have to come up with a way to reintroduce any disappeared meshes if the vehicle goes in reverse.
                    It won't be a problem, the vehicle only moves forward, never in reverse.

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