# Infinite Surreal World
## Introduction
This is the demo project for a Web-based 3D virtual world game where everything is randomized and gerenated in real-time. The main purpose of this trip simulator is to render a wonderful world using least hardware cost, so that user can visit it on a Pad in few seconds.
## Randomize the environment
The landscape, objects and the sky is all randomly gernerated so no maps need to be stored. This unlocks the possibility of infinite world map and save the loading time of maps. In this way, if we return back to the original place after long travelling, things would be different.
However, we can't render all elements in one place (e.g. desert and rain forest won't co-exist), so the overall "theme" of one place might need to be consistent, the fundemantal intention of this restriction is still to be more beautiful and performant. As a demo, we might need a road sign or indicator to tell the current theme.
## Surrealism
Basically, it should resemble the real Earth scene with user-friendly landscape, weather and cities which feel familiar and comfortable. On top of these, using surreal elements could facilitate performance and improve aesthetic somewhere. Don't get stuck in real-world logic and mechanics when building the world.
## Simplify the virtual world
Something in real world is both complex and ugly, which should be removed in this world. Since the core goal of this project is to be performant, lightweight and fast-loading, those unpleasing buildings, complicated live things, crowded urban architectures and other unnesscery things should be removed as much as possible.
## Render models near the view
- Using thick fog(or other weather elements) to hide the distant models so as to save the cost of rendering, especially when I'm standing on a high land or flying in the air.
- Using horizon to hide the distant landscape to improve the performance, so the vitrual planet should be much smaller than the Earth.
- Utilizing mountain ranges to limit the field of view, so as to decrease the reandering cost.
- Many more ideas to be come up with.
## Broad and open environment
The surrounding space should be broad, spacious enough to explore freely, which should not be as dense and crowded as in reality. In this case, the world is easier to render although it's less detailed than the Earth
## Level of details (LOD)
When users look closer to some models like vegetation or textures, they should be rendered with more details.
## The psychology of players
When exploring the world, user may find it infinite and endless which could seemingly provide the user with infinite new places to explore. This could arouse the curiosity of players and encourage them to continue exploring new scenery in the far distance.
## Transportation and physics
Our main character(third person) might use various vehicles including those on land, water and air. The collision between vehicle and models should be as simple as possible since the main joy of this game is the freedom of exploration instead of physical simulation.
# Target platforms
We should support both mobile browsers and desktop so users could play it at anywhere. And the level of rendering depends on the target platform, so as to guarantee the smoothness.
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原创声明:本文系作者授权腾讯云开发者社区发表,未经许可,不得转载。
如有侵权,请联系 cloudcommunity@tencent.com 删除。