Welcome to the home of L3DT!
Large 3D terrain generator

Website maintenance

Hi Everyone,

Over the coming days I will be updating the forum and wiki software that runs this website to the latest versions. I apologise in advance for any interruptions in service.

Also, due to some recent and severe spamming of the forum, the first post of any newly registered user will now need moderator approval. Thereafter, you may post at will.

Updated 16 Jan 2016: It seems that some improvements to the anti-spam settings on the forum have seen off the recent flood of spammers. Newly registered users may once again post without moderator approval (until next time...)

Best regards,
Aaron.

Memory fragmentation in L3DT Pro

Hi Everyone,

Firstly, Happy New Year!

Following a number of bug reports for L3DT Pro, I've identified a fault in the memory management that is causing heap fragmentation. The effect of this fault is to cause memory allocation to fail during calculations when large tile sizes are used in large maps; typically tile sizes of 2048 x 2048 pixels or larger, and map sizes 16k x 16k or larger.

Two fixes have been implemented, and are now in testing:
  1. L3DT will now allocate large map tiles as a series of separately allocated scanlines, rather than as one gigantic allocation for the whole tile. This change should effectively eliminate memory fragmentation, as the memory requests will be much smaller than before. Unfortunately, a number of plugins directly access the raw map/tile memory, and so need to be modified to support non-contiguous scanline based memory allocations. Some plugins have been successfully updated (e.g. Sapphire, L3DTio_HFZ), but the bulk of the plugins still need to be checked for this type of access, and updated if required. If they are not updated, L3DT will automatically convert to the previous contiguous allocation mode to allow the plugin to proceed safely, but it will throw an error message to indicate the plugin should be updated. Hopefully you'll never see one of these messages.
  2. For completeness I've also fixed a secondary cause of fragmentation that was inadvertently introduced with the over-caching feature in 2011. The mosaic memory table now holds onto memory pages for a little longer after a tile has been closed, just in case another tile is about to be allocated. Often, one tile is paged to disk to make space for another tile to come into RAM, and in this case it makes no sense to release the memory of the first tile just to re-allocate it for the second. This is mostly good housekeeping, as fix #1 should comprehensively some the fragmentation problem, but I'll sleep better knowing it's fixed.
Anyway, as mentioned above, I've a great many plugins to check and update. I'll upload a developmental build once done, and should these changes prove successful, we'll proceed fairly quickly to L3DT release v16.01 (or v16.02, if further tweaks are required).

Much gratitude goes to Demi, Tuomas, Sven, wdhwg001, and the other champion users who have taken the time to file bug reports for this memory allocation problem. Without their testing and reporting, this bug would have taken much longer to track down and fix. Thanks!

In other news, the Bundysoft store will be temporarily closed from the 4th to the 8th of January. I apologise for the inconvenience.

Best regards,
Aaron.

Christmas shutdown

Hi Everyone,

'Tis the season to be jolly, fa la la la la la la la la! 'Tis also the season for the Bundysoft store to close for a few days whilst the management enjoys more time with family and less time with keyboards. The store will be closed from the 24th to the 28th of December, and correspondence will be answered at best sporadically in this time. I wish you all a merry festive break, and a happy new year.

Best regards,
Aaron.

L3DT Standard Edition release 15.11 is available!

Hi Everyone,

The free Standard Edition of L3DT release 15.11 is now available for download. The main changes for the Standard Edition are improved 3D editor tools, and selected area heightfield generation, plus a tonne of bugfixes. For a more fulsome description of what's new, please have a look at the full release announcement. Feedback is, of course, most welcome. Please reply to this thread if you'd like to post comments, suggestions, questions, etc. If you find any bugs, please report them using the bug reports forum.

The Professional and Torque editions of L3DT v15.11 are also ready to go, but since they contain many more features, they also require much more documentation. The installers will be uploaded once the docs have been updated, which shouldn't be much longer than a week away [Edit: L3DT Professional v15.11 has been delayed due to a recently reported deadlock bug. The fix is now testing...].

Best regards,
Aaron.

Bug fixes for L3DT 15

Hi Everyone,

It's finally starting to feel like we're getting towards the end of debugging for L3DT release 15. Recently, I fixed what I consider to be the last blocking bugs for L3DT 15 (described over here). If any users would like to download and try the latest build of L3DT Professional (15.07 build 2), I would be most grateful if they could let me know if they find any problems. If you have any questions or feedback, please feel free to comment in this thread.

Best regards,
Aaron.


Release status
Last release: v11.11, November 2011.
Next release: v16.0X, early 2016.

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Memory fragmentation in L3DT Pro
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