https://github.com/reinterpretcat/utymapUtyMap is a library which provides highly customizable API for procedural world generation based on real map data, e.g. OpenStreetMap, NaturalEarth. Core logic is written on C++11 and can be used on many platforms as it has no dependency to specific game engine or application framework. You can use it to create interactive world at different zoom levels, including globe and ground
utymap - Library for dynamic 2D/3D map construction
- lgromanowski
- Site Admin
- Posts: 1193
- Joined: 05 Aug 2011, 22:21
- Location: Wroclaw, Poland
- Contact:
utymap - Library for dynamic 2D/3D map construction
Found it today, maybe it would be useful for OpenMW-Template (or OpenMW-CS)?
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: utymap - Library for dynamic 2D/3D map construction
Pretty neat, but out of scope for the template.
It's plugins are for Unity and we would need a bit of time to integrate it into OpenMW-CS.
It's plugins are for Unity and we would need a bit of time to integrate it into OpenMW-CS.
-
- Posts: 40
- Joined: 02 Jun 2016, 02:56
Re: utymap - Library for dynamic 2D/3D map construction
How hard would it be to do?psi29a wrote:Pretty neat, but out of scope for the template.
It's plugins are for Unity and we would need a bit of time to integrate it into OpenMW-CS.
From a beginner's perspective (from somebody who can program and knows how classes works, but is shit with them either ways?), I mean?
Would the procedural world generation permit creation of a world of around 10 000 000 kilometers be possible? Or would it just have horrible scaling bugs?
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: utymap - Library for dynamic 2D/3D map construction
I don´t think there´s anything that directly translates to a kilometer or a mile ingame. What we can do is compare how many exterior cells, or file size.
I created an .esp file with Tesannwyn that´s 1.01 GB large. It´s nothing but land.
For comparison, Morrowind.esm is 76.1 MB. And this includes a lot more things than land.
The issue with a huge amount of land is that when you launch the game, it takes about a minute to load the esp in contrast to loading Morrowind+Tribunal+Bloodmoon in 2 seconds. Also when it comes to bugs, when you try to rest it takes like an extra second for it to react after you click "rest".
I created an .esp file with Tesannwyn that´s 1.01 GB large. It´s nothing but land.
For comparison, Morrowind.esm is 76.1 MB. And this includes a lot more things than land.
The issue with a huge amount of land is that when you launch the game, it takes about a minute to load the esp in contrast to loading Morrowind+Tribunal+Bloodmoon in 2 seconds. Also when it comes to bugs, when you try to rest it takes like an extra second for it to react after you click "rest".
Re: utymap - Library for dynamic 2D/3D map construction
Speaking as someone who upgraded his RAM from an insufficient amount to a plentiful amount, that lag on rest might be something more to do with the memory being used than the raw scale of the world.DestinedToDie wrote:I don´t think there´s anything that directly translates to a kilometer or a mile ingame. What we can do is compare how many exterior cells, or file size.
I created an .esp file with Tesannwyn that´s 1.01 GB large. It´s nothing but land.
For comparison, Morrowind.esm is 76.1 MB. And this includes a lot more things than land.
The issue with a huge amount of land is that when you launch the game, it takes about a minute to load the esp in contrast to loading Morrowind+Tribunal+Bloodmoon in 2 seconds. Also when it comes to bugs, when you try to rest it takes like an extra second for it to react after you click "rest".
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: utymap - Library for dynamic 2D/3D map construction
I once tested having the entire map of Oahu Island (Hawaii) (100:1 scale) loaded into OpenMW. The result of which ended up finding memory leaks in OpenMW, I think the esp file is still on the bug tracker somewhere.
This was before cell preloading, but I suspect that it is seamless now. The real drawback was that the file was read-in during startup which is a real pity because it takes awhile. No way to work around that because the esp parser has to look for everything.
If there was a dedicated file format for terrain, then it could be streamed thus reducing load times. This would allow us to have larger worlds as a result without suffering from the initial load time.
This was before cell preloading, but I suspect that it is seamless now. The real drawback was that the file was read-in during startup which is a real pity because it takes awhile. No way to work around that because the esp parser has to look for everything.
If there was a dedicated file format for terrain, then it could be streamed thus reducing load times. This would allow us to have larger worlds as a result without suffering from the initial load time.