PC A question about World Height

4sheetzngeegles

Well-known member
    I have a simple question, in this game, how high is the volumetric world cube

that is monitored? By this I mean, terrain is from 0 to to 255 matching grayscale,
and and scaling height of 1:1 height scale value. Does it stop absolutely at 255
to match render height or does it go higher? I know that building above 255 causes
issues, but is the air above still a part of the volume.

    I call it a cube as my simple description. It is a flat platform that
has terrain extruded to a positive or negative from the plane. This
is encompassed by the skybox cube, plus the map base is in a square.

I have tried to find it in unity, and only found an obscure reference of 600 meters
as measurement for default height.

I ask because I have been shown that all blocks within the 3d volume are monitored
including air in the voxel based volume.

I know from ascending to 1500 meters straight up that it is still below the skybox
height.

I haven't started modding with unity yet so i have not checked the following.
Is the skybox height the perimeter of the monitored area, or is it simply used to
give a volumetric view?

My reason for the questions is, If the volume height that monitors geometry is lowered,
as well as the sky, would it not make all or the region files smaller. I know that there
are flying craft in the game, for that a transparent box collider could be added to the outer
surface of the monitored area causing a bounce back, if a player goes that high. So if its presently
at say 1500;  just a number I'm using , and was reduced to 500 mathematically it should reduce the
file sizes by 2/3 and still allow the game to continue without conflict.

I wondered about this thinking mainly of the limited size for console storage, and it would also benefit
computers. That is if it can be shrunk; if not, no harm no foul.

 
So if its presently
at say 1500;  just a number I'm using , and was reduced to 500 mathematically it should reduce the
file sizes by 2/3 and still allow the game to continue without conflict.
Nothing in the area above the buildable height is in need of being saved into files. At best you'll have flying entities there, which just requires that the location variables for entities are more than 8-bit. It's just default empty up there, that doesn't cost anything. There's nothing to draw, there's nothing to collide with, there's nothing to keep records of. There's nothing to save on. :)

 
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Thank you.

I have nearly completed the mini-overhaul I wanted for a mod I'm working on, so I started reading

unity references when I can to do it right.

After reading that excerpt it confused me as to why would the extra empty space above 255 would

need to be a part of the 3d volume.

 
After reading that excerpt it confused me as to why would the extra empty space above 255 would

need to be a part of the 3d volume.
I guess the 3d volume in question is just the "playable" volume of the game, basically just the coordinate system for it. It might interact with the physics system to create barriers to keep objects within it, but on its own it's just .. space.

In the case of 7dtd, the space above is so you can build all the way to the top and still walk on what you built. Or fly over it. "How high" is just a choice, most likely decided with something like "the world looks really stupid at this height" or just "there ain't no reason to be here anyway, let's just cut it low" .. :)

And all of that is just healthy guesswork, so, deploy sufficient salt.. 😛 

 
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