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Using Real World Data #13
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This isn't really on my roadmap (there isn't much of a roadmap tbh). It is a procedural demo initialy created to test the voxel engine and a few other plugins, so there are no plans to remake the real world or make a geography game like this. If you wanted to derive this to remake the real world, the data structure for planets isn't actually optimized to wrap around an existing cubemap of such dimensions, so modifications would be necessary in the voxel engine. You would also need scales that are far beyond what this demo is tuned for (currently about 50Km in diameter similar to No Man's Sky, when real world Earth is around 12,600 Km). The demo is currently partially playable at large scale, but at real-world scales, it will straight up not work and at least require a double-precision build. Shaders would also likely need work because even right now with some workarounds they still tend to flicker from far away. Godot has a workaround for large distances, but it doesn't address depth buffer precision; I attempted a double-viewport approach to render far away stuff in a separate pass but it lowers FPS and breaks post-processing effects. |
I raise the question here perhaps others could use what you have implemented and repurpose for using Real World Data Thx |
I wonder if you have interest to use real world data to create e.g. Earth First.
Trying to Improve My Geography Game with More Real-World Data
2:15
2D world map UI
Will be great to have a world map as 2D that allows one to click on it and immediately teleport to the globe of predefined height.
Having this feature will also allow other 2D real world data to be overlayed.
7.30
I know this is a huge effort.
I think the entire Godot community needs an advanced Earth, especially for education and interaction between teachers and students.
cc @SebLague
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