Hi there Polycount! :poly121:
I am about to start a small operation. It is a small game that will deliver a short terrifying experience that will last for only an hour. This game i will create in Unity. I have just been done with the overall concept and i am about to start with the art. But before that i need to be sure on one thing. That is if this project will be possible to accomplish. =/
This game will be a short horror experience that will be focused on making the player feel lost. This will be accomplished with a giant forest were the player will be searching for its dog. And in the forest, stuff will happen, kind off like the game: SCP-087-B
And i did some math on the forest. In order to make a genuine forest that you actually you are able to get lost in, and that takes a while to walk over before you come back to the other end (Kind of like Stephen Kings story were a man walks a cross road and always come back to it, no matter were he goes). It needs to be 2 kilometers across on both sides. This will be equal to 16 000 pine trees :poly122:!
So here is my question, if i use Occlusion Culling, will this be possible to maintain? Because the forest is not supposed to be very graphically exhausting on its own. Quite simple textures and models. It is just that if a computer have to render 16000 pinetrees at once (not including rocks and so forth) it will die!
Thanks in advance for any answers.
Nuclear Angel
Replies
1) whats the destination platform (pc, mac, ios, android?)
2) how high a polycount on the tree's
3) Can you use fog?
i'd prolly go at this in the same sens that older consoles handled large open areas, short render distance, masked by fog
Unitys terrain tools are pretty easy to use..once again, like commander_keen said, the terrain can do a decent job of loding/culling.
Really...you don't need to be worrying about if Unity can handle it..but moreso..the best way to lay out the level to run smoothly. Of course you wouldn't want to render 16,000 trees at once....but setting up occlusion culling will help.
Please note, this code is from when I started getting deeper into programming... will update the C# version.
@ MikeF : I am aiming for a PC release in early April, and maybe later do a xbox and PS 3 release. But thanks for the feedback.
@ Gsokol : Thanks for the feedback from you too, and yes PC it is. I have made a custom tree with my own geometry and textures taken from the forest outside my home. And they have 600 polys total and they load 2 materials (one for branches and one for the Bark). Don't know so much about the technical stuff though like what a computer can handle and so forth.
@ Lamont : I really appreciate that you put down the time in to making an C# version, I will look in to it now when alpha is over. Because I am only a student and i work on this alone. But I made an alpha, and I actually surprised myself with making an good looking playable alpha. So now when I know that I am actually capable of doing this game. I am working like a crazy person on this project now.
I put down below here some pictures of the Alpha of the game