New terrain scene node

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Yes!
18
82%
Kinda
2
9%
No!
2
9%
 
Total votes: 22

Asterisk Man
Posts: 62
Joined: Wed Jun 09, 2004 5:51 am

Post by Asterisk Man »

It's not, I've just been away for a while :)


I've been redoing the data structure holding the vertex data, but I can't seem to find a feasible option to a having huge vertex buffer, and giving each quad tree node to have only pointers to the vertex data.

I've been toying with the idea of implementing geometry clipmaps instead of dynamic tessellation, any thoughts or preferences on that?
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
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Post by Peter Müller »

no, but still very interessted!
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

Peter Müller wrote:no, but still very interessted!
Me too. When are you going to release the source :) ?
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jordanXXX
Posts: 13
Joined: Sun Apr 25, 2004 4:28 am

Post by jordanXXX »

8) wait for the source ~~~ :shock: :shock: :shock:
Peter Müller
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Post by Peter Müller »

Let him take his time to finish.
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
zola -

Post by zola - »

Asterisk Man wrote: I've been redoing the data structure holding the vertex data, but I can't seem to find a feasible option to a having huge vertex buffer, and giving each quad tree node to have only pointers to the vertex data.
Did You take a look at saigumis seamless world tutorial? Maybe this could give You some ideas. I'd like to see a PageingLandscape in Irrlicht :)
Asterisk Man wrote: I've been toying with the idea of implementing geometry clipmaps instead of dynamic tessellation, any thoughts or preferences on that?


What are geometry clipmaps?

Looking forward to see some screenshots :wink:
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

Damned, this isn't going nowhere, is it?
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Peter Müller
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Post by Peter Müller »

I hope not :(
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knightoflight
Posts: 199
Joined: Sun Aug 24, 2003 5:47 pm
Location: Germany

Post by knightoflight »

btw: i got a mail from a guy (from Drexel Uni USA), he wrote he works at a terrain engine for irrlicht, if i could help. I wrote back: Yes, how can i help?
No answer. Sometimes its absurdly...
Guest

Post by Guest »

Ping...
any news?
LordNaikon
Posts: 164
Joined: Wed May 05, 2004 5:34 pm
Location: Germany Berlin
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Post by LordNaikon »

pong...

seems to be not
q|^.^|p beeing every time friendly to everyone
sys: 2500+Barton 512MB 6600GT WinXP
knightoflight
Posts: 199
Joined: Sun Aug 24, 2003 5:47 pm
Location: Germany

Post by knightoflight »

yes the last lifesign was in June...
If its dead, why dont we make it together (with the same licence like Irrlicht) ?
First we would have to decide which algorithm:
http://vterrain.org/LOD/Papers/index.html
And we would need someone who hosts the project probably with a CVS.
I would like to help
knightoflight
Posts: 199
Joined: Sun Aug 24, 2003 5:47 pm
Location: Germany

Post by knightoflight »

i searched for a good terrain-engine on http://vterrain.org,
i found Stefan Roettgers terrainengine libmini. vterrain.org says:
"libMini by Stefan Röttger - implements his paper Real-Time Generation of Continuous Levels of Detail for Height Fields
LGPL source, highly optimized, 5 bytes/heixel, very fast"
I translate it with: " Quick and Cool !".

Normally it draws with OPENGL, but it also has a stubengine inside, where the user
has to write some interface-functions and the user can draw with other things.
I wrote the interface for Irrlicht.
Look in the "FAQs and Howto"-section of the forum for
"How to use the terrain engine libmini with Irrlicht "
knightoflight
Posts: 199
Joined: Sun Aug 24, 2003 5:47 pm
Location: Germany

Post by knightoflight »

the v0.2 of the FaceOfMars-Demo for terrainengine libmini with Irrlicht is online (with source).
Look in the "FAQs and Howto"-section of the forum for
"How to use the terrain engine libmini with Irrlicht "
Voltare1
Posts: 2
Joined: Tue Oct 26, 2004 5:43 am

heh

Post by Voltare1 »

i'm gettin from 168-206 fps depending on whether i'm diving at the terrain , or "walking" on it....very nice!









btw-----2.8ghz p4, 512 mb , geforce 5200 128mb .............
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