Plan for a Terrain Engine

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0 comments, last by gimp 23 years, 8 months ago
I''d like to start building a terrain engine and... with the book on building an engine still not released was wondering if I''m headed in the right direction: 1) Load bitmap and construct a mesh. 2) Allocate the mesh to a quadtree structure. 3) Do gross occlusion culling by doing 4 plane subdivisions (left and right side of viewport, top,bottom) by recursing the quadtree. 4) Fine occlusion culling, probably loose beamtree. ..redesigned and ... 5) VIPM or perhaps some form of dynamic TIN ...etc Most of these points are progressive so I can keep adding bits on until I get the hang of it. Is that the basic idea? Am I missing anything major? Thanks gimp
Chris Brodie
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Hi Gimp,

That somehow the way i do it ...

But, check that.

You load a bitmap, so i suppose that this is a HeightMap.

So, why not create a QuadTree in realtime... In fact you will not CREATE it, you will parse your HeightMap like if it''s was a Quad-Tree.

This is the Algo that i use...
1 - Check if you''re in that patch or That patch is in your FoV2 - Did you need to split it, into 4 new patchs (LoD)(If yes)3.1 - Split that patch into 4 new patchs3.1.2 - Call the function again, with each new patch(If No)3.2 - Take your patch, split it into 2 triangles, then draw them. 


I can tell you, it''s lightning fast ...

I have a fixed 60FPS with around 10k-15k Polys count on screen, plus it''s fully LOD in realtime.

But, remember, that''s the basic idea. I''ve implemented alot of optimisation in my implented algorithm.

Happy Coding

LowRad

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