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SDK progress report   Message List  
Reply | Forward Message #155 of 177 |
RE: [L3DT users' group] SDK progress report

Hi Oshyan,

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

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 out-of-core data, even
with clever caching and multithreading.

> 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.

Oh good. Perhaps I should read the ME-DEM FAQ more
closely :)

> 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.

This isn’t a problem, so long as the program can load
multiple tiles at the same time, and knows how they
join up. It's not easy, but it can be done. A quick
count shows that it takes a bit over 4000 lines of
code in L3DT, and around 3000 in the SDK (which is a
more efficient revision).

> How is it ensured that the effects leak across
tiles?

The map-wrapping class I use effectivley ‘hides’ the
map-tiling from the calculation algorithms, handling
all the tiling in the background. This means that the
overlays work the same for tiled and non-tiled maps,
so effects naturally ‘leak across’ tile borders as if
there was no tile border there.

> I am still not seeing how manual editing in
particular, and
> certain effects like erosion, could carry across
tiles
> appropriately ... Logically that canyon opening
should be
> receiving sediment from "upstream", but since the
tile ends
> there, it won't.

This may be a problem in WM, but you won’t see any
seams or creases in eroded heightmaps from L3DT.
Sediment can cross tile borders with no problems.

(To be fair, I’ll admit that Stephen’s erosion still
looks better than mine in every other respect.)

> 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...?

Exactly!

> I didn't expect anything like that to *actually*
happen. I kind
> of figured it was over the top enough to show that.
;)

Yeah, I thought as much, but I felt it might be best
to make things explicit. I’m sorry if I was a bit too
gruff about it.

> 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. ;)

Ah, now that does sound like a nice dream!

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: 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
>
=== message truncated ===




Fri Nov 18, 2005 2:17 pm

aaron_torpy
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Message #155 of 177 |
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... 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 ...
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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...
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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
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
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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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