My First Howto in doing game based programming in Irrlicht: How to create a seamless landblock-based world.
Please leave comments, discuss any improvements, or any other ideas here.
http://www.saigumi.net/archives/000021.html
Howto #1: Seamless World in Irrlicht
Howto #1: Seamless World in Irrlicht
Crud, how do I do this again?
That`s a nice howto. After I read it, an idea came to me how to make the terrain a little bit more interesting:
- Save a parameter for each tile, storing how much hills there are, and create hills.
- Instead of creating a hillplanemesh, you could load another mesh, for example a modeled mesh. A plane with trees or a house on it.
Actually, this is possible. Before I went with the hillplane mesh, we had loaded multiple quake bsps in a tile formation. Making BSPs have the nasty effect that they want to be completely enclosed when you compile them. I never looked for a way, but I would hope that this is turn-offable. But a Milkshape/3DS would work as well.
We decided not to go that route this time because we are minimalist bastards. We plan on creating our entire proof of concept game with 7 meshes and a lot of texture swapping. (Player/Monster Cube, Tree, Bush, Flat Ground, House, Sword, Shield) Having a mesh and set of textures for each landblock isn't much of an overhead system-wise, it was just more than the two of us want to throw at BlockQuest.
In the end, we assign children to each tile and then change parentage when the landblocks move. I figure that would make a good #2, as soon as I get some of the quirks fixed.
It would be great if you added a link to Saigumi.net. The image that we currently have for links is http://www.saigumi.net/archives/bqlogo.gif
We decided not to go that route this time because we are minimalist bastards. We plan on creating our entire proof of concept game with 7 meshes and a lot of texture swapping. (Player/Monster Cube, Tree, Bush, Flat Ground, House, Sword, Shield) Having a mesh and set of textures for each landblock isn't much of an overhead system-wise, it was just more than the two of us want to throw at BlockQuest.
In the end, we assign children to each tile and then change parentage when the landblocks move. I figure that would make a good #2, as soon as I get some of the quirks fixed.
It would be great if you added a link to Saigumi.net. The image that we currently have for links is http://www.saigumi.net/archives/bqlogo.gif
Crud, how do I do this again?
Hehe, sounds interesting. I'm looking forward to see something of your game some time.saigumi wrote:...because we are minimalist bastards. We plan on creating our entire proof of concept game with 7 meshes and a lot of texture swapping.
I'll add a link to saigumi.net at the next update of the homepage.