Baud,
I don't know if this helps...
We built a massive outdoor scene, you could travel approximately 146,000 in the z direction as well as traverse the model any way.
Blitz coped fine (certainly on a high end PC 2.2ghz 1gig ram) but it coped fine. Halo is right, what the camera doesn't see doesn't get rendered. We had two cameras on this project looking at different things (the second camera made a huge difference to the rendering time).
The biggest problem we had with this type of model is that the further you travel away from the origin, the more errors creep in. HUD stuff judders if attached to the parent camera, etc.
I would suggest you look into tiled terrains, There are demos around the forum, Sean Swift has a terrain tile engine somewhere...
I think infinite terrain has been discussed but I'm not sure who's had a go at coding it.
I don't think portals would be very effeicient - you'd need a lot and someway to hide the areas not in view (which the camera does anyway). You can always use camera fogging (hah! ;)
IPete2.
I don't know if this helps...
We built a massive outdoor scene, you could travel approximately 146,000 in the z direction as well as traverse the model any way.
Blitz coped fine (certainly on a high end PC 2.2ghz 1gig ram) but it coped fine. Halo is right, what the camera doesn't see doesn't get rendered. We had two cameras on this project looking at different things (the second camera made a huge difference to the rendering time).
The biggest problem we had with this type of model is that the further you travel away from the origin, the more errors creep in. HUD stuff judders if attached to the parent camera, etc.
I would suggest you look into tiled terrains, There are demos around the forum, Sean Swift has a terrain tile engine somewhere...
I think infinite terrain has been discussed but I'm not sure who's had a go at coding it.
I don't think portals would be very effeicient - you'd need a lot and someway to hide the areas not in view (which the camera does anyway). You can always use camera fogging (hah! ;)
IPete2.