New terrain scene node
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New terrain scene node
This is a lil something I'm working on, could u guys tell me what FPS u get on your comps? I get about 2.5k triangles on 90-96 fps, no matter what terrain size (the demo is just 256x256). Right now it has no triangle selector, so I won't release the source yet.
Btw: there's no need for a heightmap in the demo, it will generate the terrain at random (hence why it takes a lil bit to load );
the demo can be found on the lower right corner of
http://www.geocities.com/Asterisk_man82/
tnx for your feedback!
PS: I'm thinking about adding a function that joins the edges between neighboring terrain meshes, in order to avoid gaps between uneven edges between height maps. Should I do it, or would anyone prefer to match the terrains by hand?
Btw: there's no need for a heightmap in the demo, it will generate the terrain at random (hence why it takes a lil bit to load );
the demo can be found on the lower right corner of
http://www.geocities.com/Asterisk_man82/
tnx for your feedback!
PS: I'm thinking about adding a function that joins the edges between neighboring terrain meshes, in order to avoid gaps between uneven edges between height maps. Should I do it, or would anyone prefer to match the terrains by hand?
Last edited by Asterisk Man on Sun Jul 04, 2004 5:07 am, edited 1 time in total.
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The terrain itself is a 256x256 height map generated on the fly, with a max height multiplier of 20, and a XZ multiplier of 10 (so in reality you have a 2560x2560 mesh) the far value of the camera was adjusted to 750 (otherwise it gets way too many vertices) and the culling is done via quadtrees and backface culling. The only downside that i can see so far is that for terrains over 512x512, it takes an ungodly amount of time to generate, but the framerate still remains about the same
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GG Asterisk Man! Very cool bit of work... Is it possible to change the LOD of the mesh?
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Yeah, but overall it can only support 3 LODs: 2 triangles per 4x4 square, 4 triangles, or 5-8 (most detail).
This LOD can be loosened up by simply changing a variable, I'll probably compile another binary with adjustable LODs
right now Im working on a merge meshes function, that will simply set the edges on two meshes to the same position (either an average of their hiehgts, or the height of the one who called it, still decididing on that bit), so that anyone can split a huge height map (as in 10kx10k) into 1kx1k chunks, and not run out of memory, like i did , when i tried to load a 8kx8k map lol.
This LOD can be loosened up by simply changing a variable, I'll probably compile another binary with adjustable LODs
right now Im working on a merge meshes function, that will simply set the edges on two meshes to the same position (either an average of their hiehgts, or the height of the one who called it, still decididing on that bit), so that anyone can split a huge height map (as in 10kx10k) into 1kx1k chunks, and not run out of memory, like i did , when i tried to load a 8kx8k map lol.
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that's something i searched for keep up the good work! it really looks promising. please add a function that smoothenes the shapes at an edge
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Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
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Actually downloading
Edit:
Really good work!
Edit:
Really good work!
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