Members - Reputation: 112
Posted 02 May 2012 - 05:21 AM
I'm guessing that the game uses a layer-of-detail system with a large amount of different layers, but one developer quote I keep encountering is "it would be very hard to implement this in [Other game] because they haven't designed it from the ground up with that in mind."
Scaling the terrain effectively would be the biggest challenge, I think. Even at the farthest zoom level, the map still looks intricately detailed. This thread mentions that the maps in SUPCOM use Megatexturing.
Does anyone have any thoughts on this? Cheers
Members - Reputation: 5478
Posted 05 May 2012 - 06:55 AM
I imagine that the same technique could be used for the terrain maps. The map data could contain multiple layers of terrain detail generated in the map editor. At the highest resolution, you're able to see individual rocks, pits, grooves, etc. and it is a very high vertex representation. As you zoom further out, rendering those millions of verts would become GPU intensive, so you'd switch the terrain to a slightly lower poly version which renders faster but with little or no noticable decrease in quality. The terrain in SupCom isn't deformable and the light source is constant, so as a further optimization, you could even bake the shadows into the terrain texture rather than calculating them each frame. Then, the only shadows you'd have to calculate are unit and cloud shadows depending in your LOD.