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I'm tentatively making notes on how I might go about creating a 3d game with a fairly standard environment, grass, hills, trees, water etc... but I want the environment to wrap around so it never ends.
So the left edge of the map will match up in terms of landscape to the right edge. The bottom edge will match up to the top. The player character, in this case a flying vehicle, will never actually move but as it 'flies' around the world, what will actually be happening is that the landscape will be moving, creating the illusion of flying about the place.
As tiles of landscape fall beyond the view of the camera, they will be destroyed and as the vehicle flies in a particular direction, new tiles will be created (i.e. emitted) shortly before they enter the view of the camera.
Therefore, the environment will never run out of space because the player never actually goes anywhere and hopefully, the tiles that are visible at any one time will be manageable enough to be reasonable on the thermo.
It's basically jazzed up Defender. Like Virus and Zeewolf from back in the 90s if anyone else is old enough to remember those. Those games all had wrap-around maps.
I'm very interested in general ideas of how you might approach creating this in Dreams. I've got my own ideas but I've a feeling I haven't hit on the right way yet. So if you have any thoughts about what direction I should be taking in my thinking, I'd be very appreciative.
The one thing to bear in mind perhaps is that the map tiles themselves will be quite large. Like maybe 50-100 metres square each. So I think basing it around the idea of precisely placing things at exact, set distances is probably not very practical, although in many grid based games that's a good way to do it when on a smaller scale. To be honest I found it a real pain to create a single tile that was exactly 50 metres square, it took a long time and numerous attempts, although it was my first try.