GPU Terrain
Community Forums/Showcase/GPU Terrain
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This is kind of interesting. I am not sure how useful it is, but the fact that you can display such huge areas with no memory usage gives me pause: http://leadwerks.blogspot.com/2009/02/i-had-choice-today-between-playing-doom.html |
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you could define terrain in blocks.... like instead of recording every vertex you could record every 10 vertices, the terrain would be blockier though, then you could come up with a smoothing algorithm to make each block smoothly transition with the next |
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I am thinking about maybe using a low-res unique heightmap and then a high-res repeating texture for smaller detail. |
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Hi Josh, this idea is great and usefull. Please complete it! |
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Well, procedural terrain engines have been there since the C64, Amiga (fits into a track :O), ... If it's reasonable depends on your game design. For a more abstract design you're mostly free to go. For content which needs a specific look and a certain definition it comes down to a) how flexible is the routine to make changes you want, say i want a mountainline here and a base camp there, the path leading from the camp to the mountains is here, b) how easy can an artist access/alter this data for instance for texturing, placing objects, working together with physics and so on and c) how well does the technology scale on different performing cards. |