Thank you for your responces, I think I will try to use this method :
first, the world editor will :
make a file containing some informations : blocks positions divising the world into little parts and objects property included in eatch block (filename, position, sound,...).
then, the game will :
load the file, and, in an Array, put all blocks data as block class. There class will contain an array of objects class who will contain all objects properties.
Then on eatch frame, I will check all blocks positions, and determine far, medium and near blocks.
note that far blocks are blocks just after medium blocks, not all others blocks, in fact there are near, medium, far and other objects.
Then, the game will load all objects of the far blocks, and if some objects are already showed, the game will hide them.
Medium block's objets will be showed if not, and have a medium LOD.
Near block's objects will have a good LOD.
For other blocks, far away than far blocks, objects will be unloaded (if loaded)
Then the game will add a fog, starting at the middle of the medium blocks, and finishing at the start of the far blocks, so users won't be able to see anythings.
You told me that using block system would maybe slowdown the program, but I won't create some really big maps like in GTA...
So, I think this method isn't so bad...
What do you think about it ?
Thank again a lot,
Stefbuet.
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