Brief focus on terrain

Published April 29, 2009
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Graphics have never been my primary interest, however they can only be put off for so long. I've spent the last two weeks trying out a variety of XNA terrain tutorials to find a style that seemed like it would fit nice with my current design philosophy. I tried an example that used a complex geometry morphing system to minimize the amount of terrain that has to be drawn, but I couldn't get over seeing the terrain move. I also tried a fairly complex shader that blended different textures together based on heights.

I came to these conclusions:
1. I am currently brute forcing terrain (single model, no speed optimizations) and am having no problem getting 60 FPS, so a fancy terrain model isn't neccesary.

2. I'm simulating Russian plains, not the alps. Ground cover isn't going to change drastically through the map. Multitexturing always ended up looking silly.

I started with a multitexturing shader that Nemo Krad had adapted from one of Riemer's tutorials, and scraping out all of the fancy bits to leave a fast one textured bump-mapping shader. It works and its fast, which were my two main goals.




Did you see the Kubelwagon next to the bunker? I was really happy to see that the camo was pretty effective.
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Comments

Nemo Krad
Glad you found my terrain shader of some use, there is an optimization I have added to it which seems to have sped it up a bit now (not really tested it yet). The optimization came from another user on Riemer's board.

I am hoping to get a ROAM sample up this year if I ever get the time to do it.
April 30, 2009 03:09 AM
nordwindranger
Hey Nemo, I always appreciate your tutorials. I'll be watching your blog for the ROAM sample. Thanks!
May 02, 2009 04:02 PM
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