SWG’s Dynamic World
This post is dedicated to the memory of John Roy, lead environment artist on Star Wars Galaxies. Help out his family here.
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Letโs do some math. Letโs 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. Thatโs one byte. Not much, right? You only get 256 tiles on a planet, though, which isnโt a lot.
But wait, we can add some variety there, by putting in some colors. Weโre in 3d, right, so we can tint the tiles slightly and get variation. Itโs normally three bytes to apply a color, but letโs 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 itโs a 3d game heightfield, so we need to know what the elevation of the tile is! Weโll 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.
Thatโs good, because we need a lot of tiles. Theyโre 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.
Thatโs 268,435,456 bytes for this world. Of course, we need ten planets, not one. So, thatโs more likeย 2,684,354,560 bytes. Nobody uses bytes, so thatโs 2,621,440k. 2,048mb. 2.56 gigabytes, uncompressed.
Thatโsโฆ 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.

