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SDK progress report   Message List  
Reply | Forward Message #154 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: Thursday, November 17, 2005 11:24 PM
> To: L3DT_users_group@yahoogroups.com
> Subject: RE: [L3DT users' group] SDK progress report
>
> 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.

Yeah, only time will make this more feasible. 64 bit OS and hardware,
multi-core CPU's, etc.

> > 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.

Sounds good. I agree that by the time we get enough data to worry about
space, we ought to be seeing 1TB HD's on the market at reasonable prices. By
then I'll probably just build us a server with 10TB of space or something.
:p We'll also probably be looking at home connections that are 10mbit
bi-directional within 5 or so years. I'm already on 6mbit download, 600kbit
upload...

> > 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.

That is essentially what we've done, although it's not nearly as rough as
that. But the principle is the same as far as I can tell.

> 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.

The key here is "unless you do something do one tile that doesn't 'leak
across' to neighboring tiles". With manual editing I don't see how there is
a way to avoid doing so. With procedurals it can obviously work just fine.
But with effects like erosion it's easily possible to again run into
problems, unless you're actually working on tiles that include overlap or
something.

> 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.

How is it ensured that the effects leak across tiles?

> 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?

Makes sense in general - although what you said previously made sense as
well. I am still not seeing how manual editing in particular, and certain
effects like erosion, could carry across tiles appropriately. For a specific
example, let's say you have a canyon that spans several tiles and you want
to erode it. At the bottom of the canyon you'll get sediment deposit and it
will run downhill. Let's say the right edge of your tile has a canyon
opening that runs downhill across the terrain to the left. Logically that
canyon opening should be receiving sediment from "upstream", but since the
tile ends there, it won't. It seems like that kind of thing would cause
issues.

> > 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 agree, that's the ideal solution, if it can be made to work. Perhaps if
the editor worked on arbitrary areas, but stored and downloaded the terrain
in tiles...?

> > 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.

Just figuring out what exactly we need and generally how to do it is really
what I'm most interested in at this point. Getting a coder to do it is
another matter, but it's not really worth worrying about until we know
exactly what we need to do.

> > 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.

Joe's Wilbur is not presently commercial, but I certainly see your point,
and honestly I didn't expect anything like that to *actually* happen. I kind
of figured it was over the top enough to show that. ;)

> 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).

Well, Ray is already working on potentially open-sourcing Leveller (with a
model that includes a profit base for him however). So it's not necessarily
as crazy as it sounds. But it's not a practical idea in a collaborative
sense, of course. Unless I could pay you all. <G> Dream #2: the ultimate
landscape application development house, with all 4 of you guys going at it
full-time and paid. ;)

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

Hehe, I think it's more like reality. Maybe cynical reality, but reality
nonetheless. And I understood that it isn't something that will ever happen
to begin with. It really was a dream. But it would still be great to have
all of you guys at least talking about it.

> 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.

Agreed, and 3 out of 4 of the products have SDK's too, so it might not be
that hard to get them to all work together nicely.

- Oshyan




Fri Nov 18, 2005 7:46 am

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Message #154 of 177 |
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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
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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
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
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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
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
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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