My second Howto in doing game based programming in Irrlicht: How to create a repeating world.
These routines should be generic enough to use in any 3D engine, but are tuned to Irrlicht.
I hope to be able to clean up and generalize some code so that a workable source is available for lootage.
Please leave comments, discuss any improvements, or any other ideas here.
http://www.saigumi.net/archives/000027.html
If everything goes well, I should have a guide on dealing with static objects in this world.
Howto #2: The world isn't flat, it's a donut!
Howto #2: The world isn't flat, it's a donut!
Crud, how do I do this again?
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- Posts: 199
- Joined: Sun Aug 24, 2003 5:47 pm
- Location: Germany
my first test of a terrain with brute force method now looks nice (now i use raw-maps from file), but the problem of a brute force terrain is known - the performance breaks (in my example a 256x256 map is fps=17).
So for a game there are better algorithms like CLOD ( maybe i try next), but for a really BIG world in a game, your way, saigumi, i think is better than all these algorithms, the performance should be good every time.
So for a game there are better algorithms like CLOD ( maybe i try next), but for a really BIG world in a game, your way, saigumi, i think is better than all these algorithms, the performance should be good every time.
Uploaded zip of the source for easy modification and learning.
http://www.saigumi.net/irrlichtdemo/donut.zip
http://www.saigumi.net/irrlichtdemo/donut.zip
Crud, how do I do this again?