Hi!
I hope I\'m not just repeating someone else\'s ideas, but here goes:
FORESTS ... (I mean real forests where you can walk between the trees, not that road-which-you-can\'t-get-off-with-something-brown-and-green-on-the-sides) I also mean real trees, big ones, not those tiny potflowers.
GRASS ... If you\'ve ever seen what it looks like when there\'s grass modeled at least like 1 textured poly/clump, you know what I mean!
Why? Because forests are beautiful, a great place for villains to lurk etc. Plus you don\'t want all those hills to be bare, do you?
Now Yliakum is HUGE, forest = MANY trees, one tree = MANY polys, forest = many trees = TOO MANY polys = Gigabytes, Terabytes, Petabytes of HD space. (Not to mention the grass:)
Now this is just a suggestion, I know it can be quite difficult to use this in a game... but the magic word is \'procedural representation\' (do I hear dramatic chords?)
Ok, you can generate quite nice pseudo-random trees, this way you can generate e.g. tons of oaks, each looking a bit different than the other one.
You also don\'t need to remember where each tree is standing... the positions can be also generated on the fly...
In the end, a whole forest can be described mostly by using just e.g. one 32-bit number (random number generator seed)
Now to be able to generate everything in a given location FAST you need to have something like a GIS database index (but it is not stored, but generated on demand) - like a virtual tree.
The same thing applies to the grass, of course.
Oh and of course if the trees and the grass were to move in the wind..
Okay I here the \'but\'s already:
- might look lame and uniform
- big load on GPU even with a good LOD
- it\'s mostly visual, so why care?
Ok I just think it would make the game look MUCH more alive