Implement a custom imposter system

Registered by Erik Ogenvik on 2015-02-15

Ember uses imposters for some entities such as trees. This is done by hacking into the PagedGeometry engine (which is used for foliage normally).

However, this approach isn't optimal, especially given how the PagedGeometry engine splits the world into segments. Instead we would benefit from having a custom solution better tailored to the Worldforge world.

Such a solution would not split the entities into segments; instead each entity would be handled individually when determining whether to show the real mesh or the imposter.
In addition, there are opportunities for optimizing the handling of the texture atlases. Perhaps it's not most efficient to pre-render complete texture atlases for each mesh type up front. It might be worth investigating if there's anything to gain by trying to be a little smarter when handling the textures.

Blueprint information

Status:
Not started
Approver:
Erik Ogenvik
Priority:
Medium
Drafter:
Erik Ogenvik
Direction:
Needs approval
Assignee:
None
Definition:
New
Series goal:
None
Implementation:
Unknown
Milestone target:
None

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