To SamB:
Quote:
in maniadrive, the ground is made with one main block. In actual tracks it's the big mesh that looks lika a crater. So, when you talk about one or two gound block you talk about this big mesh.
According to this, when a player make a track, he can't change the apparence of the ground. Ground is flat only.
No no no !

I must make myself clear on that point : "ground" is one big mesh generated from the mni file when the track is loaded.
if ManiaDrive tracks looks like a crater, it's because I've designed tracks like this ! ManiaDrive does not add any "default" ground or anything else to the track. ALL is just a set of small blocks.
So when I talk about "ground blocks", I means "small 1x1 blocks" ... Exactly like Stunts, in facts

Since this is a important point, perhaps you should play a bit with the mania2 editor to see how it works, no ? We can also organise a small phone/TeamSpeak/Skype meeting to talk about all this ?
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I've to keep them non square or reshape them to square.
For Stunts blocks, make them square, and for "our" blocks (let's call it "enhanced blocks") use what you want

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If I look at Stunts block. i see blocks 4x greater than others. 0x14 is for me greater than 0x13.
It's right ?
Yeah, the 0x13 is a tight turn, the 0x14 a "large" turn. If you look at the 0x14, the road starts on the bottom left, so it can be "plugged" to the 0x13 without any problem.
To vicente:Quote:
For the rest we can use LOD'ed, and for sure they will render speeder than now (i really think that).
I totally disagrees with that !

Using a per block rendering requires a lot of context switches (think about texture changes for example !). And it will look bad, IMHO.
Again, think about TrackMania ... or even more impressive, to the upcoming "Enemy Territory : Quake Wars", which also use a brute force rendering with HUGE landscapes. LOD is used only for (ground and air) vehicules and players. I really think that "nowdays" video cards (and drivers) are smarter than any developpers when it comes to such subject

(John Carmack in the case of ET:QW

).
About vertex arrays / VBO, I'm fully OK with you: it's almost always more effective than display lists (but it's also way more complex to deal with)... Be we know both that It will require a massive core rewrite of the engine

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And now that i'm thinking... the game could work if the ground is suplanted by a series of static blocks?
About ODE ground representation ?
edit: typo bugfix
