Hello World
This is more general wonderings than monogame-SPECIFIC questions…
As I know nobody with any computer awereness, I would appreciate any responses…
When doing 3d games, the default approach to handling large architecture / levels would seem to be compartmentalization of some sort;
Updating and drawing whatever hall or room corresponds to the players location on the map-grid…
Resulting in a limited pool of active objects to manage, rather than the whole level at once etc…
But what happens in a world where the player has enormous freedom to roam in all directions, like in a flight sim?
(I am working on a sand-box flight sim btw…)
Does anyone have any thoughts on the subject of sub-deviding a large open world?
I have been thinking of something like mip-maps; having various poly-count terrain models for various altitudes, and then simply drawing everything within sight-radius…
This wuold seem to result in
low altitude = fewer models = more detail
and
high altitude = more models = less detail
Though I dont love the idea of detail levels popping into existance before my eyes…
And how do you feel about “fog” hiding the draw-distance horizon ? ? I think it looks cool, but I’m affraid it will get old sooner or later…