How big are the worlds?

plus all the worlds in oort are going to be different sizes, so they wopuld have to redo it for all world sizes

normally you’d make it dependend on the world size^^ on formula for all the worlds.

oh and our world is only like a 1000 times larger than the oort worlds currently :wink:

In the past we had support in the shaders to distorting the view to give the world a curved look. It looked pretty cool, especially when you increased the curvature to Super Mario Galaxy proportions. However doing this was not compatible with the occlusion system in the engine. (The occlusion system attempts to reduce what the engine needs to render by calculating if an entity or voxel chunk can’t been seen as the line of sight is blocked by something in for foreground.) The occlusion system is extremely important and we have plans to upgrade it in the near future - as this will give all players a healthy chunk of performance back. (Why render what you can’t even see!!) We could experiment with supporting a curved view again, but I’m not sure how compatible it would be with the occlusion updates. Also - I’m kind of remembering people feeling pretty sick playing with it enabled. :ambulance:

So in conclusion, it’s probably expensive to support with questionable visual benefit for the player. But it is a cool idea.

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The players who got sick were only this people, who never get out of town, cause they never look further than 2 km (If its down the shopping mile) ^^

Okay joke aside:
If you can bring it in I’d like to see it, but it isn’t importand for now, maybe after 1.0. Still I think it would feel wired if you do see the World as a flat one and move in one direction until you see your own building again. That would make me feel sick much more because thats tooo unnatural for me tho.
But yeah, as said, no need for now, complete the game to a point where we can play it as whole game first. ^^

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I am excited to hear that we are going to have wrapped worlds, it will defiantly make the worlds feel like a world.

I have kind of an odd question, will the worlds have poles? I mean according to the compass at which point are you heading south instead north? If the world is just wrapped is the south and north poles the same point? I hope I am making sense here. East and West don’t have the same problem cause they are just left or right according to the poles. Any way I guess it is all just a matter of perspective.

There wouldn’t be any ‘poles’ so to speak as the worlds will not be spheres, they will be ‘asteroids style’ wrapping. If you like, you can imagine the ‘north pole’ as spanning the same width as the horizon and ‘south’ pole. This is sometimes referred to as toroidal wrapping (donut) but I don’t particularly like that as it implies the world is actually shaped like a donut which it isn’t, it’s still perfectly flat.

Oh I thought you did a spherical wrapping…

Unfortunately you cannot tile a sphere with squares :slight_smile:

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Technically speaking the worlds will be wrapped as tori. This is what happens when you take a plane and connect the right/left sides and top/bottom sides as pairs.

With this wrapping you can walk north and arrive back at your starting point from the south, and walk east and arrive back from the west.

To most players this will feel like a planet. But it will not have a single north or south pole. (A torus has a north and south circle - which is waaaay cooler.)

A standard compass will work as expected. Actually it’ll be a little more helpful as it’ll not be undefined at the circle pole. (Is that what it’s called?)

Creating worlds like this is just really simple. If we were to attempt true spherical voxel worlds then the math can get pretty funky - for little player gain.

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Unless they’re really really small!! And I mean in the limit small.

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Actually a compass will still be undefined at the poles in terms of north/south, though east/west will remain well-defined.

What’s more fun than a circle north/south pole is that a toroidal world technically would have 2 equators (an inner and outer one).

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@lucadeltodecso @james First I just had to laugh at both of your comments^^ (positiv laughing^^)

And yes I really like toroidal worlds even more than spherical. Although it will not really feel like a torus because we can not see across the inner hole^^

Btw I would have thought luca could do such a funky math with ease^^

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Think mine was better… for sure. :clap:

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Well I liked the math joke^^

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Things just got real mathematic

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But what if you COULD see across the inner ring? like a HALO style world where you can see the ground curving up into the sky. That would be sexy as anything.

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That would break the spherical illusion though. Cool concept, but not thematic to the game.

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I know that I am probably thinking about this too hard but If you had the compass switch from pointing north to pointing south after you cross the northern pole ring and vise versa on the southern pole ring. I think it would make the worlds feel more spiracle to the player even though the would still be a torus.

So the outer equator would be the the mid line of the world.
The north pole would be halfway up from there.
The south pole would be halfway down from there.
And the inner equator would be the where the top and bottom meet.

However, I think from the players perspective it would seem like a round world.

It would just be weird that the compass would switch between pointing north and south^^ Or could you explain what you meant with that?