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SDK progress report   Message List  
Reply | Forward Message #144 of 177 |
RE: [L3DT users' group] SDK progress report

> -----Original Message-----
> From: L3DT_users_group@yahoogroups.com
> [mailto:L3DT_users_group@yahoogroups.com] On Behalf Of Aaron Torpy
> Sent: Tuesday, November 15, 2005 11:03 PM
> To: L3DT_users_group@yahoogroups.com
> Subject: RE: [L3DT users' group] SDK progress report
>
> Sounds like the network stuff might be very handy
> > for the Middle Earth DEM Project.
>
> I hope so...ME-DEM was one of the projects I had in
> mind when I proposed the network stuff

Yay! <G>

> (the other main
> one being Beowulf clustering of map calculations, for
> huge maps in a hurry, and for the 'cool' factor).

Yeah, that would be pretty cool. Then all you need is a program that can
load those monster data sets. ;)

> For the benefit of the group-members not familiar with
> ME-DEM (http://me-dem.ashundar.com), it is an
> ambitious project to create a digital elevation map of
> 'Middle Earth', from J.R.R. Tolkien's Lord of The
> Rings, et. al. At my last reading, the goal is to make
> a 20k x 20k pixel final heightmap.

Unfortunately for us that's just the very first stage. That's our starting
point. It just gets worse from there, hehe. The 20k map is I believe 200
meters per pixel. We want to cut that down to about 10 eventually. So once
we have the 20k map, derived from hand-drawn maps of various sources (and
covering only a portion of Middle Earth mind you - about 1/4 I think), we
divide up into 100x100 tiles (I think - or maybe 200x200) and scale by 10
times to get 1000x1000 pixel terrains. Those terrains are then refined by
hand to get more realistic detail at 20m/pixel. Then we divide again to get
the 10m (or better) data and refine again by hand. I forget the actual
numbers but we'll actually end up with literally 10's of thousands of
terrain tiles of 1000x1000 or something. It's pretty scary. And that's just
for 1/4 (or less) of the whole world. :p

> Since the
> terrain-shaping has to be (at-least partially) manual
> to get the right result, the project will require an
> awful-lot of person-hours to build a map that large.

Yeah, multiply "awful-lot" by 1000 given the above. <G>

> One of the ideas that's been proposed to help-out is
> the creation of a distributed server/client system so
> that individual contributors can chip away at small
> areas and send back the results without causing nasty
> duplication or edge mismatch problems.

Indeed. Another thing that would help is if we could load up our base maps
in L3DT and use an extension of the current terrain definition system to add
semi-directed procedural detail to our base terrains. We're getting closer
to that now as L3DT gains capability.

> > If we could utilize this to setup a master file list
> on a
> > server and have a check-in/check-out system, simple
> map-based
> > GUI tile selection with automated tile positioning
> after edit
> > and upon export, and perhaps even some way to match
> up
> > tile edges... well, it'd help us out a helluvalot.
>
> Hmm...I think I can see how all that would work. The
> tile-edge matching could be tricky, but I guess we
> could always forbid the editing of a 1px-thick border
> of the downloaded area (if you want to edit those
> bits, download the surrounding tiles too).

That's kind of a non-ideal solution. It would probably result in pretty
harsh lines if a larger area was not edited. And ultimately there will
always be tile edges, whether you're working with 4 1000 pixel tiles (so the
4 interior seams are covered, but there are still 4 edge seams), or a single
1000 pixel tile. A better solution is needed I think.

> Then-again,
> there's always the option of linear (or non-linear)
> blending of overlapping tile edges. I'd rather avoid
> this 2nd option, though, since it would add
> complications to the server.

It may be necessary given the above. Or some sort of overlap system perhaps?
Ultimately we want to have a bunch of equal tiles that can be downloaded and
glued together to form one contiguous terrain covering any area you want,
without seams. So the seam issue is critical.

> As for the other stuff, it's conceptually pretty neat
> 'n' tidy. All the network socket code would go into a
> common plugin. The map server could be a stand-alone
> program independent of L3DT, but using the SDK and
> relevant plugins. The client-side would preferably be
> a plugin for L3DT, but could initially be a
> stand-alone job too (just to keep it simple).
> Firewalls/NATs/etc can be worried about later.

Good, good...

> Anyhow, it's a good think that ME-DEM is a long-term
> project, because there's an awful lot of coding to
> make that stuff work.

Yeah, loooong term. We're definitely on the long track. <G>

> I'll start playing around with
> it early/mid next year, hopefully once I've got a nice
> beta-release of the SDK going.

Sounds great to me! I'm looking forward to it. :)

I'll tell you right here ideally we'd like to get several developers
involved, brainstorming on how to address these problems. We figure if the
software can be made free or open source or something, it'll probably be
applicable to other people's projects too. Maybe even commercial endeavors.
Or it can at least be made general enough that that would be the case. So
eventually it'd be great if you and Ray of Leveller and Stephen of World
Machine and the Wilbur guy (forgetting his name right now) all got together
and made us a kick ass app/system/framework/dingly. And then I woke up from
my beautiful dream. ;)

- Oshyan




Wed Nov 16, 2005 8:04 am

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Message #144 of 177 |
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Hi Oshyan, ... I hope so...ME-DEM was one of the projects I had in mind when I proposed the network stuff (the other main one being Beowulf clustering of map...
Aaron Torpy
aaron_torpy
Offline Send Email
Nov 16, 2005
7:03 am

... Yay! <G> ... Yeah, that would be pretty cool. Then all you need is a program that can load those monster data sets. ;) ... Unfortunately for us that's just...
Oshyan Greene
ticketseller...
Offline Send Email
Nov 16, 2005
8:04 am

Hello, monks here from ME-DEM. It's great to see that our lil' baby elephant still has a caring family- (trumpets appreciatively) hehe. You're right about the...
monkschain
Offline Send Email
Nov 16, 2005
11:34 pm

... <snip> ... Yeah, this would allow us to be working with L3DT right away, and I have no doubt it would speed up our work process. ... It would be nice to...
Oshyan Greene
ticketseller...
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Nov 16, 2005
11:50 pm

... both ... heightfield, ... will in ... maintain the ... It would ... variation/deviation ... you want ... negative. Or at ... that's ... rules like ... ...
monkschain
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Nov 17, 2005
2:30 pm

Hello Monkschain, ... image overlay ... 'defined' from a ... that is ... Okay, I've uploaded an update of L3DT Pro that includes a rough first-attempt at the...
Aaron Torpy
aaron_torpy
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Nov 17, 2005
3:16 pm

Awesome, thanks for that Aaron. I've downloaded it and will give it a whirl first chance I get. monks...
monkschain
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Nov 17, 2005
9:02 pm

Hello, I've had a chance to look at the image overlay and basically it seems fine in terms of visual use. It's a great help. ;) There are a couple of minor...
monkschain
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Nov 20, 2005
11:28 pm

Hello, ... slowing ... slower with > the overlay. Yup, it should slow things down. The overlay code is mixing the image-buffers each time the screen is drawn,...
Aaron Torpy
aaron_torpy
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Nov 21, 2005
6:27 am

-yeah I realise the overlay was put in pretty speedily. OK, can't say fairer than that :) Cheers. monks...
monkschain
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Nov 21, 2005
1:11 pm

Hello, ... ;) Hardware is the problem here. L3DTVi2 can load big mosaic maps (I’ve looked at 32k x 32k maps before), but you still have to keep your...
Aaron Torpy
aaron_torpy
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Nov 18, 2005
7:23 am

... Yeah, only time will make this more feasible. 64 bit OS and hardware, multi-core CPU's, etc. ... Sounds good. I agree that by the time we get enough data...
Oshyan Greene
ticketseller...
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Nov 18, 2005
7:46 am

Hi Oshyan, ... Yup, and I'm hoping and praying for faster hard-disks too. The disk-fetching delay can be a real pain when you’re dealing with so much...
Aaron Torpy
aaron_torpy
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Nov 18, 2005
2:17 pm

... Yes, this is a very good point. It was fairly long ago that we passed the point where the data transfer capability of the interface surpassed the HD's ...
Oshyan Greene
ticketseller...
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Nov 18, 2005
9:31 pm

My head is spinning trying to follow all this discussion regarding Middle Earth DEM. It's quite interesting and a lot of good discussion going on. I have...
Rofar
rofar_ds
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Nov 18, 2005
11:14 pm

Hi Rofar, I don't know if you know of the ME-DEM project. Here's a link: http://me-dem.ashundar.com/index.php You're welcome to register and get involved. :) I...
monkschain
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Nov 21, 2005
1:01 pm

_____ From: L3DT_users_group@yahoogroups.com [mailto:L3DT_users_group@yahoogroups.com] On Behalf Of Oshyan Greene Sent: Friday, November 18, 2005 4:32 PM To:...
Michael & Kristina Ho...
crxb16a91
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Nov 19, 2005
3:02 am

Hello, ... Yes, but the tile-loading is automatic when you read/write to a pixel in a tile that's not in memory. This means that the program itself (and the...
Aaron Torpy
aaron_torpy
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Nov 19, 2005
6:12 am

... Ah, sounds delicious. The only issue would be if the tile was not local it would have to be downloaded, causing an additional delay in the overall process....
Oshyan Greene
ticketseller...
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Nov 19, 2005
6:16 am

Hello, ... causing an ... least it would ... There would also be the option to pre-load the tiles you're going to use. The L3DT subsystems have this capacity,...
Aaron Torpy
aaron_torpy
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Nov 19, 2005
6:34 am

... From: "M O" <rhoneranger2001@...> ... Maybe I've misunderstood what you want, but surely the point of the sdk is to allow you to write exporters....
Noisecrime_PIPEX
noisecrime
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Nov 7, 2005
9:02 am

Hello, Okay, one more e-mail before I go to bed. ... True enough. L3DT doesn't use vertex data, but it will be supported indirectly in the SDK, since plugins...
Aaron Torpy
aaron_torpy
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Nov 7, 2005
3:05 pm

Great Work. For my personal use, i love to have only c++ language, and a simple dll (not com object). I don't know if is usefull to have unicode in the sdk, i...
Admin Kiraya
pmkiraya
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Nov 7, 2005
12:03 pm

Hi Andrea, ... Excellent! So far this is 4/4 votes for C/C++, and 4/4 votes for non-unicode (I'm counting myself as the 4th voter in each case, of course)....
Aaron Torpy
aaron_torpy
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Nov 7, 2005
2:42 pm

... From: "Aaron Torpy" <aaron_torpy@...> ... I think i misunderstood what you meant, I thought you meant including plugins in general, not plugin access...
Noisecrime_PIPEX
noisecrime
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Nov 7, 2005
3:45 pm

Wow, I missed so much stuff in one day. Well Aaron for your answers: 1. I think everything I want/need has already been included or mentioned. 2. For standard...
mark troutt
marktroutt@...
Send Email
Nov 7, 2005
8:44 pm

Hi Mark, ... I'm terribly ignorant of Java, but from what little I have read, it seems that it can be a bit of a pain in importing 'non-managed' functions from...
Aaron Torpy
aaron_torpy
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Nov 8, 2005
1:14 am

Well, when I say "besides maybe java" I don't mean to imply that I've ever used it. All I know is that it can be more portable to other operating systems and...
mark troutt
marktroutt@...
Send Email
Nov 8, 2005
12:37 pm

sorry but java is not faster than c++. it's only clearer,easiest and portable (because have virtual machine). ... From: mark troutt To:...
Admin Kiraya
pmkiraya
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Nov 8, 2005
12:49 pm

Oh, then my source was wrong. I was told that it was faster, my mistake. -Mark p.s. Thanks for correcting me. ... -- Gravity. It's not just a good idea, it's...
mark troutt
marktroutt@...
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Nov 8, 2005
3:19 pm
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