> -----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