Adam Frisby

Building the Ringworld Racetrack – Part 1

with 4 comments

The Racetrack

One racetrack, a little over 4 square kilometers of space (or 4,194,304sqm). This is my first attempt to build something with a bit of scale to it, now that we’ve got mega-regions working in OpenSim. (and vehicles.)

To start with, I need a terrain large enough to encompass the entire area (there’s no way in hell I’m manually terraforming this one) – courtesy of DeepThink, I have a license to World Machine Professional, a commercial terrain editing package that absolutely kicks ass. World Machine builds terrains in a semi-layered manner, then allows you to combine those through a railroad-style filter scheme.

Grabbing one of the World Machine samples as a base (since it had road layers already setup), I modified them and redrew the paths to build a 16×4 sim (4096×1024) terrain and rendered it. You can see the output in World Machine below, of course from this scale it doesn’t really do it justice.

The racetrack in World Machine

Travelling at 55.5m/sec (200kph, 124mph) – you will cross into another region-sized space every 5 seconds; but the total racetrack length means that even at this speed it will take over a minute to complete, encompassing a minimum of 16 region-sized areas, which in turn is only a small subset of the entire space availible. Taking a picture of the terrain loaded into the mega region, you can see just how insignificant an avatar is at this scale.

The Ringworld Racetrack - Untextured

This is compounded by the fact that the viewer refuses to put it’s “farclip” beyond about 4 sims distance, so at best you can see 1/4 of the track at once. The ringworld walls are each about 150m tall at this scale; and geographical features are quite recognisable as geographical features.

Of course, we can’t just leave it at that – to quote Mythbusters, “if it is worth doing, it is worth overdoing”, so I pulled up the terrain in world machine again, and decided to go a little bigger. I originally made it at 48×4 sims, however had to crop back to 32×4 due to my machine needing more memory to do the resulting 12,288 x 1024 terrain without swapping on disk constantly (resulting in a multi-hour render). For scale reference, the smaller of the two circles is about the dimensions of a single normal region.

A 32x4 Megaregion Version

Part 2 will cover texturing and detailing this race track, followed by some first impressions of how it behaves with Kitto’s new vehicle patches. Once I’m done with it, it will go up live on the Hypergrid (and probably OSgrid) for public perusal.

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Written by Adam Frisby

September 25th, 2009 at 6:45 am

4 Responses to 'Building the Ringworld Racetrack – Part 1'

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  1. Hi Adam,

    great stuff. But it would be even better if we could also play with it.

    The vehicle code is still not in trunk. Would you mind publishing the github for this. You suggested asking for it in your last post.

    I got no information on this asking for it on #opensim, and got no answer to an email I send you. That is why I now ask in this blog comment.

    Is it possible to get access to your sculpty terrain tool?

    Regards,
    Kai.

    Kai Ludwig

    25 Sep 09 at 8:41 am

  2. I’m looking forward to seeing how this works. I’m currently running a 10×10 set of regions on one sim, with generated terrain, and as time permits adding generated forests and plan on weather effects. Mega-regions will make this work much better.

    Peter Newman

    25 Sep 09 at 9:30 am

  3. @Kai: Sorry for the late response, you need to ask someone on #dev, I dont have the URL handy (however Hiro P/James Stallings does have the link to it)

    Re: the sculpty terrain tool – as I said in another post; I will post something on that soon.

    Adam Frisby

    30 Sep 09 at 11:45 pm

  4. Hi, Adam,
    I dont want disturb the line of development of opensim, but I think it is the moment to changes.
    In mi whist-list:

    Not mega-regions adding singles ones.
    Not limits dimension in metters.
    Not limits the resolution of terrain.
    Not limits the resolution of textures for apply over terrain.

    Ongoe Allen

    7 Apr 10 at 1:23 pm

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