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I'm just doing some research before embarking on rendering a 3D map inside a wpf app. I've never delved into 3D before, and hence the question..

I have map data (in several formats, and many files) which I need to render - probably in a wpf viewport3D. All the map data is in 2D, but I can add a height-map and convert to 3D. This data can be altered (updated) by the user without my knowledge, but a bit of data-crunching can be done before application start, so it doesn't need to be entirely realtime.

I've googled around but can't find a framework for how to represent my world. Do I write a terrain-tile stream server to handle requests from the viewport about which area to display? Do I create a collossal map, and hope it fits into memory?

Are there tutorials about how to deliver large terrains for rendering? Most of them seem to be about building a world inside an editor..

My world could be about 1000km * 1000km, with roads, parks, forests, power lines, street addresses (etc) - it's going to be a fair bit of data..

The machines that this software has to run on are ruggedized laptops - so not terribly fast (Core 2 duo?) and probably without DX10, but we can insist on heaps of RAM and HDD (SSD?).

Thanks - I'm looking forward to getting into this project..

I'm just doing some research before embarking on rendering a 3D map inside a wpf app. I've never delved into 3D before, and hence the question..

I have map data (in several formats, and many files) which I need to render - probably in a wpf viewport3D. All the map data is in 2D, but I can add a height-map and convert to 3D. This data can be altered (updated) by the user without my knowledge, but a bit of data-crunching can be done before application start, so it doesn't need to be entirely realtime.

I've googled around but can't find a framework for how to represent my world. Do I write a terrain-tile stream server to handle requests from the viewport about which area to display? Do I create a collossal map, and hope it fits into memory?

Are there tutorials about how to deliver large terrains for rendering? Most of them seem to be about building a world inside an editor..

My world could be about 1000km * 1000km, with roads, parks, forests, power lines, street addresses (etc) - it's going to be a fair bit of data..

Thanks - I'm looking forward to getting into this project..

I'm just doing some research before embarking on rendering a 3D map inside a wpf app. I've never delved into 3D before, and hence the question..

I have map data (in several formats, and many files) which I need to render - probably in a wpf viewport3D. All the map data is in 2D, but I can add a height-map and convert to 3D. This data can be altered (updated) by the user without my knowledge, but a bit of data-crunching can be done before application start, so it doesn't need to be entirely realtime.

I've googled around but can't find a framework for how to represent my world. Do I write a terrain-tile stream server to handle requests from the viewport about which area to display? Do I create a collossal map, and hope it fits into memory?

Are there tutorials about how to deliver large terrains for rendering? Most of them seem to be about building a world inside an editor..

My world could be about 1000km * 1000km, with roads, parks, forests, power lines, street addresses (etc) - it's going to be a fair bit of data..

The machines that this software has to run on are ruggedized laptops - so not terribly fast (Core 2 duo?) and probably without DX10, but we can insist on heaps of RAM and HDD (SSD?).

Thanks - I'm looking forward to getting into this project..

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(real) 3d map rendering in wpf without an engine - how to handle the map data?

I'm just doing some research before embarking on rendering a 3D map inside a wpf app. I've never delved into 3D before, and hence the question..

I have map data (in several formats, and many files) which I need to render - probably in a wpf viewport3D. All the map data is in 2D, but I can add a height-map and convert to 3D. This data can be altered (updated) by the user without my knowledge, but a bit of data-crunching can be done before application start, so it doesn't need to be entirely realtime.

I've googled around but can't find a framework for how to represent my world. Do I write a terrain-tile stream server to handle requests from the viewport about which area to display? Do I create a collossal map, and hope it fits into memory?

Are there tutorials about how to deliver large terrains for rendering? Most of them seem to be about building a world inside an editor..

My world could be about 1000km * 1000km, with roads, parks, forests, power lines, street addresses (etc) - it's going to be a fair bit of data..

Thanks - I'm looking forward to getting into this project..