Frontline technical map design

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Frontline technical map design

Post by root »

I was the one who recommended Wargaming use multiple zones for large maps.

Originally they were planning to use Grand Battles. I made a post telling them that it would not work, because there are limits to how large you could scale the map.

I used to play a video game in the 1980's called Faery Tale Adventure on the Commodore Amiga. I noticed if you run into an unexplored area, the game slowed down, but if you went back to where you came from, it was fast. I deduced they were loading the map off the hard drive.

When Grand Battles came out or were announced, I either posted in the forums or sent them an email, telling them to divide the map into zones, 2x2 or 3x3, and load the new zone when you cross zones, and drop out the old zone. Then divide the zones using mountains and rolling hills to break the line of sight so you cannot see what is going on in the other zones to improve performance.

The capping concept came from the WOT game mode "Supply Swarm".
See: https://www.youtube.com/watch?v=DH-xPCvAiWw

See also:
https://youtu.be/sR4Yo_92RZM

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