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SDK progress report   Message List  
Reply | Forward Message #153 of 177 |
RE: [L3DT users' group] SDK progress report

Hello,

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

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 horizon-distance
relatively short because there isn’t enough RAM to
view any further. Fancier algorithms might help (eg.
using pre-calculated low-resolution meshes for LOD,
etc), but ultimately you are always going to be
limited by how much RAM you’ve got. Of course, clever
procedurals have no RAM-problems, but they are
effectively just offloading the problem to the CPU, so
again you’ve got a hardware-limited problem.

> 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.

Other than the human-time involved in editing a
monster like that, this size shouldn’t be a serious
problem. By the time you get to that resolution a
couple of hundred TB won’t be a lot of disk-space.
L3DT can already handle maps that large (the texture
size-limit is 2M x 2M, and that can be increased to
about 1G x 1G if required). The SDK will also handle
terapixel maps out-of-the-box.

> That's kind of a non-ideal solution. It would
probably result
> in pretty harsh lines if a larger area was not
edited…A better
> solution is needed I think.

I might have another try at explaining this, if you
don’t mind.

I think you’ll have trouble with editing map tiles
piece-wise and gluing them together afterwards. That
is a hard problem. What I propose is that you start
off with a really coarse map, like 50 x 50, that
covers the whole world. Something rough that could be
bashed-together in a couple of hours.

Then, using an interpolation algorithm, inflate the
whole thing by, say, 100x (splitting it into tiles if
required). Now, you can refine the heightmap using
some manual tools (eg. Wilbur), or whatever procedural
overlays you have at hand. Since you’re editing a
heightmap that is already continuous and seam-free,
there won’t be any seam problems unless you do
something to one tile that doesn’t ‘leak across’ to
the neighbouring tiles. The method I described
previously is a way to prevent this.

Anyhow, once everyone involved has finished refining
their patches of the heightmap, inflate the bugger
again and repeat.

This method is what L3DT uses to generate heightmaps,
although the inflation is usually at steps of 2x and
all the editing/effects are handled automagically. And
it works on large maps too, without seams, since the
effects and overlays do indeed leak across tiles
appropriately. Anyhoo, there is no technical reason
that this method can’t be modified to use larger
inflation steps with manual editing in-between.

Did that make any sense, or am I still talking crap?

> 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.

It is much harder to fix seams than it is to prevent
them from forming. You need an editing strategy that
forbids the formation of seams, as the above method
does (I think, unless I’ve missed something).

> 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.

I’m happy to brainstorm ideas, but I can’t promise
that I’ll be able to write any huge amount of code.
We’ll see, I guess.

> 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. ;)

I think that may stay just a dream, to be honest. I
can’t speak for all the developers you mentioned; but
I’m pretty sure it would not be in our best interest
to produce one product that could fundamentally
undermine the markets for our individual projects.
Making it open-source would only make matters worse,
in a purely selfish sense, because we would be
spending a lot of time, donating a lot of IP, and
profiting very little. I simply can’t see the benefits
(to us, that is).

Whoa, sorry for that bitter, mercenary cynicism. I
think I need a lie-down after a long week or
something.

Anyhoo, a one-package approach may not be necessary if
all the tools you mentioned were more interoperable,
used common formats, etc. I’m happy to work towards
this goal.

Cheers,
Aaron.


--- Oshyan Greene <oshyan@...> wrote:

> > -----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
>
>




Fri Nov 18, 2005 7:23 am

aaron_torpy
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Message #153 of 177 |
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-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
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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
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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
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Nov 8, 2005
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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
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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
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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
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Nov 8, 2005
3:19 pm

Hello, I agree with the C++ is faster than Java bit, but if the Java zealots are to be believed the difference isn't that great these days. It probably depends...
Aaron Torpy
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Nov 9, 2005
6:58 am

Hey! ... Me too! :) I just wonder if it would be too hard to provide a Delphi "version" as well. You know, I'm "learning" C++ for a while now but I'm wondering...
yahoo at ralf-lehmann...
loslalfos
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Nov 9, 2005
12:08 am

Hi Ralf, Yup, I think I could write wrappers in Delphi (Lord knows I need the practice). I’ll probably do the C++ release first, get some feedback and make...
Aaron Torpy
aaron_torpy
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Nov 9, 2005
1:15 am

Hi Simeon, ... I want the SDK to be as powerful as possible, so that other developers can make programs like L3DT without having to write their own...
Aaron Torpy
aaron_torpy
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Nov 9, 2005
6:30 am

Aaron, What I meant by no Header.... Is in the top of every other file you export now, you have a header l3dt version 1.x ....... etc etc In the SDK you...
M O
rhoneranger2001
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Nov 7, 2005
2:25 pm

Hi Matt, The file headers are there to identify the file type, because file extensions are ambiguous. This is a pretty standard ploy in both binary files (eg...
Aaron Torpy
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Nov 7, 2005
2:59 pm

This sounds great. And I think my answers will be consistent with the others I have seen. At this point I can't think of anything else you need to add beyond...
Rofar
rofar_ds
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Nov 7, 2005
10:52 pm

I'm learning both C++ and C#, primarily C# at the moment. But if it would be too difficult to make the C# one, I wouldn't mind if you didn't pursue it. Your...
Michael & Kristina Ho...
crxb16a91
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Nov 7, 2005
11:17 pm

Hi Michael, If I've answered this already, please ignore. I'm starting to loose track on this thread. I know absolutely nothing about programming in C#, other...
Aaron Torpy
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Nov 9, 2005
7:09 am
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