This post is dedicated to the memory of John Roy, lead environment artist on Star Wars Galaxies. Help out his family here.
SWG postmortem series: [text-blocks id=”postmortems” plain=”1″]
Let’s do some math. Let’s say that you need to have a pretty big world: sixteen kilometers on a side, and made out of tiles.
A tile needs to know what texture it is. That’s one byte. Not much, right? You only get 256 tiles on a planet, though, which isn’t a lot.
But wait, we can add some variety there, by putting in some colors. We’re in 3d, right, so we can tint the tiles slightly and get variation. It’s normally three bytes to apply a color, but let’s instead just say that each planet has a fixed list of colors, and you can have 256 of them, and that way each tile can look up into a list of colors and we only need one byte.
Oh, and it’s a 3d game heightfield, so we need to know what the elevation of the tile is! We’ll just say that there are only 256 levels of height, and that way we can keep it at a nice conservative three bytes per tile.
That’s good, because we need a lot of tiles. They’re one meter on a side. So that means that for a planet we need 16,384 just to make one edge. We need 16,384×16,384 to lay down the whole world.
That’s 268,435,456 bytes for this world. Of course, we need ten planets, not one. So, that’s more like 2,684,354,560 bytes. Nobody uses bytes, so that’s 2,621,440k. 2,048mb. 2.56 gigabytes, uncompressed.
That’s… not going to fit on a CD. I mean, that doesn’t include any art yet.
DVD drives weren’t yet widespread in 2003. In fact, taking up 2.5 gigs of space just for maps was unheard of.
The solution to that problem didn’t just let us ship Star Wars Galaxies, it also unlocked everything from player housing to crafting to giant Imperial vs Rebel battles.
Patent disclaimer
Before you read any farther, you should know that Sony Online actually patented some of the technology that I am going to describe. If you are someone who should not be reading technology patents, you should stop now.